Fudging Rolls


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james maissen wrote:
Irontruth wrote:
Saying someone is cheating carries a moral implication. If you aren't trying to make a moral implication, that people making house rules is immoral, than you should stop using the term for this discussion.

I'm glad that you object to the term so strongly. You should.

A good number of people on these 'fudging' threads give the following advice: "never let your players know".

Why?

First a sub-group of them say never let your players know that you will 'fudge' dice rolls at all, as they (reasonably) won't trust your results after that. I see that we've abandoned defense of this.

That has nothing to do with anything I said in my post.

You say fudging is cheating. On page 402 it says the GM is allowed to change any outcome or rule as they see fit. It's in the book, therefore it can't be cheating. Therefore, any analogy you make to cheating is incorrect.

Core Rule Book wrote:
you are the law in your world, and you shouldn't feel bound by the dice.

You can make a moral claim about the game itself and Paizo's writing staff, but you can't claim a GM is cheating. It's printed in the book that the GM is allowed to do it. I just quoted it. Please address how following the rules in the book is cheating.

Any statement you make about how fudging is bad is just personal opinion. It's in the rule book, but the power is given to the GM's discretion. Since it's in the rule book, it is part of the game. You can't claim people who are doing what it says in the rule book are cheating at the game, that is in fact the opposite meaning of cheating. You may dislike fudging, but your personal preference cannot be used as a moral judgement on other people.

[ridiculous hyperbole]It is actually more accurate to say that removing the GM's authority to fudge rolls is cheating. You aren't following the rulebook, therefore cheating. [/ridiculous hyperbole]


Irontruth wrote:
james maissen wrote:
Irontruth wrote:
Saying someone is cheating carries a moral implication. If you aren't trying to make a moral implication, that people making house rules is immoral, than you should stop using the term for this discussion.

I'm glad that you object to the term so strongly. You should.

A good number of people on these 'fudging' threads give the following advice: "never let your players know".

Why?

First a sub-group of them say never let your players know that you will 'fudge' dice rolls at all, as they (reasonably) won't trust your results after that. I see that we've abandoned defense of this.

That has nothing to do with anything I said in my post.

You say fudging is cheating. On page 402 it says the GM is allowed to change any outcome or rule as they see fit. It's in the book, therefore it can't be cheating. Therefore, any analogy you make to cheating is incorrect.

Core Rule Book wrote:
you are the law in your world, and you shouldn't feel bound by the dice.

You can make a moral claim about the game itself and Paizo's writing staff, but you can't claim a GM is cheating. It's printed in the book that the GM is allowed to do it. I just quoted it. Please address how following the rules in the book is cheating.

Any statement you make about how fudging is bad is just personal opinion. It's in the rule book, but the power is given to the GM's discretion. Since it's in the rule book, it is part of the game. You can't claim people who are doing what it says in the rule book are cheating at the game, that is in fact the opposite meaning of cheating. You may dislike fudging, but your personal preference cannot be used as a moral judgement on other people.

[ridiculous hyperbole]It is actually more accurate to say that removing the GM's authority to fudge rolls is cheating. You aren't following the rulebook, therefore cheating. [/ridiculous hyperbole]

Actually it is cheating. The book even says so according to my post on the previous page, but the book also says it is better to cheat sometimes than it is to let the dice run the game.


Ok all of these hyperbolic statements about how the only reason any GM fudges is due to an immature need to screw the players and prove how superior they are and how stupid the players are* has made me want post again.**

I want to give an example of a Fun Fudge (TM), I'll return to last night's game. (Remember, I said it was great up until the dice abandoned up at the BBMG.)

The party was running along a rickety wooden walkway and got ambushed by goblins. One goblin leapt off a roof to do a flying charge, missed, and promptly paid for it with his life. Two others, however, were below the characters and started stabbing up through the planks. Concealment, cover, and planks in the way made for a lot of missing. However, after a near hit on a very important part of the male anatomy, two of the characters decided they had enough and climbed onto the roof of a nearby building.

The third, acting as rearguard and not about to be chased onto a roof by goblins, was trying to figure out how to zero in on them. His player suddenly got a very evil gleam in his eye and said to me, "My character can speak goblin. He flips his [two handed] sword around so that it's point down and yells out the goblin equivalent of 'Marco!'"

I about split a gut laughing when I realize what he's wanting to do and had one of the goblins respond with "Polo?" before it can consider the wisdom of the action.

He then plunges the sword down through planks where he heard the voice. ... He missed, but he didn't care, the mere act of pulling a "Marco Polo attack" was way too novel. As a matter of fact, he tried again and because he missed, the goblin got a bit too cocky and replied again. Except this time it got skewered.

So where did I fudge? Well for one, the "called shot" wasn't one. Rather than saying, "you take 4 points of damage from the dogslicer," I said something along the lines of, "The dogslicer plunges up between two of the planks and slices along your legs. You find yourself on your tiptoes desperate to avoid getting anything important hit. Four points of damage." That's arguably not fudging ... although with the Ultimate Combat called shot rules, I guess it could be. But boy did it get a couple of the players worried about their ability to have progeny later in life.

More specifically however, when the character yelled out Marco, I didn't have him hold the action waiting for a goblin's turn to reply, but had one do so out of turn. Further, I disregarded the cover and concealment rules for this attack. I also had him rolling against the Flat Footed AC as I decided that the goblin was standing there puzzled, not exactly sure what was going on anymore. Finally, there were boards between him and the goblin, but I didn't have them get in his way or impose a penalty. This was an imaginative attack and I wasn't about to punish the player for it. And he still missed...

Did everybody know I fudged? Yeah, this time especially they knew exactly when I shifted numbers about. The social contract of our group is that I can do this, sometimes blatantly obvious when something epic is about to be attempted and the rules are either fuzzy about it or are in the way saying that it's impossible, sometimes subtly when the bard player got really outside her comfort zone and did some amazing roleplay but missed the diplomacy DC check by 1. The fact that his attack still missed says to them that while I will fudge on occasion, I still try to be fair about it (according to how we play, YMMV).

Oh and Mr. Marco Polo? Yeah, many of you no fudgers wouldn't like him. He does stuff like:
- Jumping off a roof to slam into the wall of another building in hopes of knocking it down onto a roomful of goblins. (It was a rather badly build structure, so he thought. He did knock a bit of dust off the walls though.)
- Jumping boots-first onto a goblin with the express intention of doing lethal damage
- Grabbing a goblin by the legs and dunking it head first into a boiling pot of clam chowder
- Using a goblin as a club
- Using a goblin as a thrown weapon
- Drop kicking a goblin
- Using a goblin as a landing pad (do you detect a pattern here?)
- Throwing a two handed sword like a spear
- Grabbing a goblin dog by the tail and tossing it into a rain barrel (he missed the goblin dog and ended up throwing the party's gnome sorcerer by the hair)
- At an earlier date, lobbing said gnome, who, having chosen the draconic bloodline, did the whole Wolverine thing in mid-flight (That one was fun as he rolled a natural 20 on the throw and the gnome got something really high too. The poor goblin didn't see it coming ... well actually it did, but it had no idea what was coming.)
- Anything he can think of other than swinging a sword

The rules don't cover a quarter of what my players want to do. I'm not about to tell them to stop being so imaginative because there's no rules for what they want to do, and thus nothing to roll against other than some wild number I pull out of my ... uh ... brain that I'll change if they get within a point or two of. Switching to Pathfinder and having Combat Maneuvers has helped quit a bit with that.

And if it's something really, really, really amazing, they get it automatically. That's only happened once in the years we've been playing.

* How in the world are there so many of these GMs and how do they keep running games? Are players really that stupid to keep coming back for more? Maybe I should reconsider playing again, I like my IQ. ;)
** I'm so bad with temptation.

Grand Lodge

I didn't know you played with Ravingdork!


Zaranorth wrote:
Oh and Mr. Marco Polo? Yeah, many of you no fudgers wouldn't like him.

I love players like that. Especially when you get multiple of them in the same game and they all start trying to out-awesome each other.


wraithstrike wrote:


Actually it is cheating. The book even says so according to my post on the previous page, but the book also says it is better to cheat sometimes than it is to let the dice run the game.

They use the word cheating, but it doesn't bring across the meaning they are trying to achieve, so add the word fudging and go on to define what fudging is.

The thing is though, that something cannot logically be cheating when it is also considered an acceptable practice. Cheating is an unacceptable practice, therefore anything that is acceptable behavior cannot be cheating.

Therefore, if someone describes an acceptable behavior at their table, calling that cheating only serves to be inflammatory and judgmental.

House rules alter the rules for one specific table. Fudging is on-the-fly house rules by the GM. Some people may not like fudging, but that is merely their preference of play style. Imposing that preference as a moral judgment is perhaps the highest magnitude of arrogance in gaming.

Grand Lodge

Cheating is breaking the rules.

If something is not against the rules, it is not cheating.

Thus, fudging being cheating depends on the rules in play.

Obviously, at my table, it is not against the rules. At others, it is.

Thus it is not cheating at my table, and is cheating at other tables.


Irontruth wrote:
You may dislike fudging, but your personal preference cannot be used as a moral judgement on other people.

+1

And it is just unecessary. We could have confined this debate to the merits of fudging vs not fudging, and discussed (as we have been) how different GMs and players prefer different things.

It is just common courtesy to avoid insulting someone if you can. There was just no need for anyone to attack fudging as morally wrong - even if that is how you feel.

Is it really too much to ask that you defend your postion without calling some of us bad people?

Scarab Sages

Zaranorth wrote:

Oh and Mr. Marco Polo? Yeah, many of you no fudgers wouldn't like him. He does stuff like:

- Jumping off a roof to slam into the wall of another building in hopes of knocking it down onto a roomful of goblins. (It was a rather badly build structure, so he thought. He did knock a bit of dust off the walls though.)
- Jumping boots-first onto a goblin with the express intention of doing lethal damage
- Grabbing a goblin by the legs and dunking it head first into a boiling pot of clam chowder
- Using a goblin as a club
- Using a goblin as a thrown weapon
- Drop kicking a goblin
- Using a goblin as a landing pad (do you detect a pattern here?)

Does he play a lot of Blood Bowl?

I think he'd quite like the Greenskins team.


Dren Everblack wrote:


Is it really too much to ask that you defend your postion without calling some of us bad people?

Yes, because some of us...you are bad people and not stating that would be a lie of ommission and some posters can no stand for a lie.

That said, Air Breathers suck...Truth be free!


Eacaraxe wrote:
Zaranorth wrote:
Oh and Mr. Marco Polo? Yeah, many of you no fudgers wouldn't like him.
I love players like that. Especially when you get multiple of them in the same game and they all start trying to out-awesome each other.

He does go over the top sometimes, especially in the arena of spell abuse.

Like wanting to use prestidigitation to color the vitreous humor in the eyes to blind somebody. While imaginative, it goes against the spirit of a 0th level spell by copying the effects of the blindness spell.

He also wanted to use mage hand applied against a leveraging system, getting over a ton of force from it, shooting a spear through a wall or crushing an enemy's head.

Using Ray of frost + prestidigitation (warming ability) to do a freeze/thaw cycle to bring down a tower.

And fireballs, oh gawds what he wanted to do with pre 3.x fireballs when they expanded to fill a volume and had pressure associated with them.

We've basically come to the agreement that he'll never play an arcane caster and I won't strangle him.


Do what they did to Mr. Fishy threaten him with an ECL.

Scarab Sages

RE: "Marco!" "Polo!";

I realise it's some kind of call and response game, since I've heard it used a lot of movies and TV shows, but help me out, I'm from the UK, and I assume I must be missing some culture-specific in-joke here.

Where did this start? Is this from some TV show, or what?

Grand Lodge

Snorter wrote:


Where did this start? Is this from some TV show, or what?

Wiki to the rescue!

Liberty's Edge

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Pathfinder Adventure, Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
TriOmegaZero wrote:
Ashiel wrote:
TriOmegaZero wrote:
Well, the computer doesn't let me do that.
Computers don't cheat. ^-^
You say that, but...

Actually, you can also cheat solitaire on the computer. If you hold the Shift-Ctrl-Alt down while dealing a card; it deals one instead of three. So while not guaranteeing a win, it significantly increases your odds of winning.

For the record, I fudge rolls occasionally. I don't consider it cheating. And I let my players know up front that I do it; I don't tell them during games when I actually am. We play to have fun, not to let the dice ruin an evening's enjoyment.

If you don't like fudging, that's cool. Just don't accuse me of being an evil person. While we are adults; we are playing a game. It's not brain surgery. Have a nice day.

:)


Bob_Loblaw wrote:


You haven't told me why fudging a reincarnate roll so the player can try a new race is detrimental to the game or even trust.

Why wouldn't you just simply say 'Okay you wanted to be an _____, so I'll let you' rather than purport that 'Yeah I rolled that 1% chance, what luck!'.

What happens when the next player uses reincarnate and really wants something that's a much higher chance? Do you deny that to them? Why? You're suddenly playing favorites.

And when something really off the wall happens to the party, do you feel that you have to curb it? If you don't do so it's more reasonable for them to assume that you've altered a more likely scenario into this convoluted one than for it to occur naturally. This is one of the reasons why some people claim that if you are going to 'fudge' never let the players know that you 'fudge' at all. I think in this discussion we can safely label this 'fudging' as cheating even if we disagree on other scenarios.

What you've done is introduced a possibility that it's not the dice and random chance within a framework, but rather your subjective choice. When faced with an event that's 1 in a billion (or even less likely) what do you consider most likely to be the case?

That erodes trust in impartiality, in what is generating the 'random' events, etc. Perhaps you have this 'awesome' story to tell... I've seen that in many DMs. The problem is it's an RPG game and not story time or a book reading.

There's really nothing wrong with just letting the system play out. You might 'lose' at solitaire every so often, but you're playing the game rather than just choosing an inane way to suit a deck.

Bob_Loblaw wrote:
You also have not explained what you would have done in the scenario where the night was about to be a bust because everything went wrong for the whole table.

I thought that I did. The simple answer is that you roll with it. You can make anything flavorless, it doesn't mean the base is wrong but rather what you're doing with it.

What you don't do is suddenly say 'ok I'm tired you hit' just like you wouldn't say 'I'm tired of always missing, so I hit'.

Since we're talking about things on the magnitude of well over a million to one, it's more likely that something unknown is going on. You play that up as the DM and let the players go with that. Now the players know that they are rolling for crap, but their characters don't see dice rolls only results. You play this up and they stop focusing on what the rolls are and start seeing things from their characters' perspectives. For some reason things that they should have dispatched several times over by now are still evading attacks!

-James


james maissen wrote:


Why wouldn't you just simply say 'Okay you wanted to be an _____, so I'll let you' rather than purport that 'Yeah I rolled that 1% chance, what luck!'.

In many cases, like reincarnate cases or situations in which the random probabilities have given you an unlikely outcome (crit with a greatsword, 6s on most of the d6s rolled for damage, etc) it's less a case of getting a specific desired outcome as much as it is bounding the results in an ad hoc way. Reincarnating player rolls a result that wouldn't be easily playable given the situation (or one the DM or player would find difficult to work into the campaign), so the DM bumps it to the closest more agreeable outcome on the table. Particularly unlucky roll for the PCs (lucky for the NPC) yields damage at the upper end of the range and far away from the mean so the DM knocks some of the rolled damage off. Neither is looking for a particular outcome, just looking to rule out other outcomes as not fitting the moment.

james maissen wrote:

That erodes trust in impartiality, in what is generating the 'random' events, etc. Perhaps you have this 'awesome' story to tell... I've seen that in many DMs. The problem is it's an RPG game and not story time or a book reading.

It may not be quite as passive as reading a book in the sense that the participating reader cannot affect the outcome, but in all RPGs there is definitely an element of story time. The players have their input, the dice have their input, and the DM has his input.


Bill Dunn wrote:
james maissen wrote:

That erodes trust in impartiality, in what is generating the 'random' events, etc. Perhaps you have this 'awesome' story to tell... I've seen that in many DMs. The problem is it's an RPG game and not story time or a book reading.

It may not be quite as passive as reading a book in the sense that the participating reader cannot affect the outcome, but in all RPGs there is definitely an element of story time. The players have their input, the dice have their input, and the DM has his input.

I have to agree here. James has made some compelling points, but I don't think this is one of them. Playing a tabletop RPG is like a Choose-Your-Own-Adventure scenario. There is a story to be told. That story is influenced by both the GM and the players.

It is not purely driven by the dice. That would be more like Madlibs: wild, illogical and totally based on whims of fate rather than a cohesive plot. There's a reason that modules, APs, etc. give background information on characters and events and tell you what should occur (note: not must occur) when time passes or other events happen -- because there is a logical progression of events to take place, a story to be told. The GM totally has the right to run a story; a wise one will do so in conjunction with the players, for ultimately if the players don't like the story, the GM will find himself telling it alone.

Liberty's Edge

Zaranorth wrote:
Ok all of these hyperbolic statements about how the only reason any GM fudges is due to an immature need to screw the players and prove how superior they are and how stupid the players are* has made me want post again.**

Is anyone arguing that? Bueller?

The arguement goes more like this: "The most egregious of all available reasons for a GM to fudge is due to a misguided need to have their story proceed the way they want it to, rather than allow random chance (enhanced, of course, by agreed-upon and predetermined modifiers) to dictate the results of substantially important events in the game."

Let's at least be clear on what's being said.


james maissen wrote:
Why wouldn't you just simply say 'Okay you wanted to be an _____, so I'll let you' rather than purport that 'Yeah I rolled that 1% chance, what luck!'.

What he's trying to get across is that is what he did. The percentage roll was extraneous. He's trying to say that mechanically that same result could have been achieved by rolling "GM's choice" on the chart and that there is precedent.

Quote:
That erodes trust in impartiality, in what is generating the 'random' events, etc.

Utter, complete nonsense. A GM can be biased and partial playing only be the dice, and a GM can be impartial moving beyond the dice. Since I highly doubt that will be enough to persuade you otherwise, examples:

1. I don't like Shawn. Shawn is a crappy RP'er and metagames a lot. So, in the first couple rounds of combat I have the bad guys focus fire him dead and ignore the rest of the party. Statistically, he won't stand a chance. Heck, why don't I just throw in an assassin NPC with a high-level poison, potion of true strike, and targets him for a death attack then retreats...

2. Aforementioned "heroic cohort sacrifice" example. PC lives through the combat, but in exchange for that "fudge" now has to choose between spending quite a lot more gold than otherwise to resurrect a cohort, or find a new one at a reduced leadership score. PC still has consequences to deal with, even though they didn't die.

The foundational rule to an RPG is "have fun". Without that end, the game is utterly meaningless. The trust in a GM to provide the players a fun experience without being bound to dice results is a far higher order of trust than only trusting GM's to be fun when bound to only dice results. The dice, after all, are a lower-order mechanism than the GM.

Quote:
The problem is it's an RPG game and not story time or a book reading.

Horsecrap. Without aforementioned "story/book time" aspects you're so quick to downplay, all you have are a players sitting around a table rolling dice and applying arbitrary modifications without context. That's kind of the point of RP'ing, you know, a shared experience that creates a story together.

Quote:
The simple answer is that you roll with it. [...] You play this up and they stop focusing on what the rolls are and start seeing things from their characters' perspectives.

But you already seem to have an innate understanding of this, enough to use it to your advantage when it suits you anyway. Let me tell you from my perspective and experience as a GM: "as the dice lay" results can break suspension of disbelief as easily as egregious fudging, and can ruin evenings just as quickly. A GM can only polish a turd so much before the players consciously reject any given scenario, whether it's that "fair and impartial" crap result or the "biased and cheating" fudge.

When a GM gets to that point, their best bet is to end that given scenario through whatever means best preserves suspension of disbelief and story, and move on. What, as you put it, a GM doesn't do is force players to endure a scenario in which suspension of disbelief is broken and they've already rejected because a series of randomized numerical values isn't to their advantage (and to wit, is the very reason said suspension of disbelief was broken).

Quote:
Is anyone arguing that? Bueller?

Actually, yes. There are a few arguing that to varying degrees of explicitness. Without naming names:

There was one person who said, paraphrasing "I'm an adult, and I prefer to play with adults [since only juveniles fudge]".

Then there was another who responded to one of my posts with, again paraphrasing "you only fudge because you're still learning to GM. Let me share some newbie tips and you'll learn on your own taking only dice-as-roll is so much more fun than fudging".

A third one yet responded to an anecdote I referred (which ironically did not involve fudging, or dice rolls, at all, nor was I the GM) with, paraphrasing "you screwed up big time and don't know how CR works. If you knew the rules you wouldn't have to fudge".

Three examples I can name offhand without mining through eight pages' of posts. In terms of more vehemently anti-fudging posts, that presumption underlies near every assertion.


james maissen wrote:
Bob_Loblaw wrote:


You haven't told me why fudging a reincarnate roll so the player can try a new race is detrimental to the game or even trust.

Why wouldn't you just simply say 'Okay you wanted to be an _____, so I'll let you' rather than purport that 'Yeah I rolled that 1% chance, what luck!'.

What happens when the next player uses reincarnate and really wants something that's a much higher chance? Do you deny that to them? Why? You're suddenly playing favorites.

And when something really off the wall happens to the party, do you feel that you have to curb it? If you don't do so it's more reasonable for them to assume that you've altered a more likely scenario into this convoluted one than for it to occur naturally. This is one of the reasons why some people claim that if you are going to 'fudge' never let the players know that you 'fudge' at all. I think in this discussion we can safely label this 'fudging' as cheating even if we disagree on other scenarios.

What you've done is introduced a possibility that it's not the dice and random chance within a framework, but rather your subjective choice. When faced with an event that's 1 in a billion (or even less likely) what do you consider most likely to be the case?

That erodes trust in impartiality, in what is generating the 'random' events, etc. Perhaps you have this 'awesome' story to tell... I've seen that in many DMs. The problem is it's an RPG game and not story time or a book reading.

There's really nothing wrong with just letting the system play out. You might 'lose' at solitaire every so often, but you're playing the game rather than just choosing an inane way to suit a deck.

Bob_Loblaw wrote:
You also have not explained what you would have done in the scenario where the night was about to be a bust because everything went wrong for the whole table.
I thought that I did. The simple answer is that you roll with it. You can make anything flavorless, it doesn't mean the base is wrong but rather what you're...

I'm going to first apologize for how the quoting looks. I'm stuck using my phone and trying to quote properly is a PITA.

Changing the outcome of the reincarnate roll is well within what could have happened anyway. We've all seen two 20s come up back to back, which has a lower chance of happening than 1%. If a player is really hoping to come back as an elf and I roll GM Choice, I'll let him be an elf. There is no harm in letting the player have what he wants in this case. What would you do as GM if you rolled GM Choice? Would you pick an aquatic race while they are in a desert? It is completely your choice as GM. It should be noted that I rolled Troglodyte, which would have been unfun for him and everyone else. Had I rolled up elf, dwarf, human, etc, I would not have changed the outcome. I took a result that no one wanted and turned it into one that made the player happy. It wasn't an unnecessary die roll. It was a change to the result that didn't make the game fun anymore.

My players come to the table to enjoy themselves. 4 of them have families and drive. For 30 minutes each way to game. They want to have fun. For them fun includes random chance but when that randomness starts to get in the way, they want me to fix things. What they don't know, and never know, is if and when I do that. They know that I will let a character die. Every player has had their character die at least once. I leave it up to them to figure out what they want to do about that when it happens. I do have a few inexperienced players that forget things they can do or misunderstand how something works. Sometimes I have to get involved to guide them. It's no different than fudging.

As for the session that went to crap because of bad die rolls from all involved, if the GM let that happen I would have been pissed. The GM's job is to make sure everyone has fun. If no one is having fun, then the GM has failed. Remember that everyone, even the GM was rolling like crap. No one, not even the GM was happy. It was just roll you d20 and pass die die to the left. The GM should step in and do something. Bringing the fight to an end is one way.

You are making it sound like there is a moral obligation to never fudge or you're going to lose all your friends and burn in Hell because you lied.


Jeremiziah wrote:
Zaranorth wrote:
Ok all of these hyperbolic statements about how the only reason any GM fudges is due to an immature need to screw the players and prove how superior they are and how stupid the players are* has made me want post again.**

Is anyone arguing that? Bueller?

The arguement goes more like this: "The most egregious of all available reasons for a GM to fudge is due to a misguided need to have their story proceed the way they want it to, rather than allow random chance (enhanced, of course, by agreed-upon and predetermined modifiers) to dictate the results of substantially important events in the game."

Let's at least be clear on what's being said.

Well, there's this for example (but I'd rather not go through the thread pointing fingers, I'm loathed to even quote this one.)

Quote:
DM's who fudge rolls either think that they're smarter than they are, or that players are dumber than they are.

I added the immature and screw the players over 'cause I wanna get in on the hyperbole too! ;)

Liberty's Edge

Eacaraxe wrote:
The foundational rule to an RPG is "have fun". Without that end, the game is utterly meaningless. The trust in a GM to provide the players a fun experience without being bound to dice results is a far higher order of trust than only trusting GM's to be fun when bound to only dice results. The dice, after all, are a lower-order mechanism than the GM.

You know what's fun? Last words. Heroic, self-sacrificing deaths. Reacting appropriately to those deaths when they're happening to other people at the table. Rolling new characters. But players are often deprived of those pleasures on the basis of someone else's interpretation of fun.

The great part about RPG's (when they're well made, as this one is) is that there's literally almost no part of them that isn't fun on some level. The parts that aren't necessarily "fun" are, at least, instructional in some way shape or form. Character death does not equal anger or hurt feelings, at least, it need not. Players should really learn to take these things in stride. If they do, they will (and I mean, categorically WILL) have more fun.

Grand Lodge

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You know what's fun?

Telling your fellow players what you enjoy in the game.

Cause then the group can cause that to happen more.

No matter whether it is heroic sacrifices or good guys always winning.

No one idea of fun is better than another.

Liberty's Edge

TriOmegaZero wrote:

You know what's fun?

Telling your fellow players what you enjoy in the game.

Cause then the group can cause that to happen more.

No matter whether it is heroic sacrifices or good guys always winning.

No one idea of fun is better than another.

Agreed, but I guess I'm just saying that shouldn't even really be necessary, because it's all pretty good fun, if you only allow it to be.

Grand Lodge

"Football is pretty good fun, if you only allow it to be."

Yeah, but I don't want to play football.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Jeremiziah wrote:
Eacaraxe wrote:
The foundational rule to an RPG is "have fun". Without that end, the game is utterly meaningless. The trust in a GM to provide the players a fun experience without being bound to dice results is a far higher order of trust than only trusting GM's to be fun when bound to only dice results. The dice, after all, are a lower-order mechanism than the GM.

You know what's fun? Last words. Heroic, self-sacrificing deaths. Reacting appropriately to those deaths when they're happening to other people at the table. Rolling new characters. But players are often deprived of those pleasures on the basis of someone else's interpretation of fun.

The great part about RPG's (when they're well made, as this one is) is that there's literally almost no part of them that isn't fun on some level. The parts that aren't necessarily "fun" are, at least, instructional in some way shape or form. Character death does not equal anger or hurt feelings, at least, it need not. Players should really learn to take these things in stride. If they do, they will (and I mean, categorically WILL) have more fun.

Rolling a character is loads of fun. I roll up characters I'll never play all the time just for the joy of fiddling with the mechanics. Right now, in fact, I'm converting Jade Regent monsters and NPCs for use in a Gestalt game I'll probably never run.

But if I were rolling up a new character because the one I had first crafted had been shanked by a lucky critical--doing this while my friends were still playing, and then, even after I finished making the sheet, having to wait while the DM tried to find a logical place to introduce me into whatever bizarre milieu the party was in--that would suck the joy out of it considerably. Just personally speaking.


Bob_Loblaw wrote:
My players come to the table to enjoy themselves.... They want to have fun. For them fun includes random chance but when that randomness starts to get in the way, they want me to fix things.

I see this as no different from say (to overuse this analogy) when you've decided to play solitaire, but realize that because of how the cards lie you're not winning and will likely lose. So you take a card from under a stack and put it on the top of the pile. Suddenly you're winning again.. perhaps you do this rarely or perhaps with quite a frequency even over the course of a single game.

Now is there anyone that's going to bust down your door to brand you evil for this? No. But are you cheating at solitaire? Yes. You've taken a simple game and altered it to a very inefficient way to suit a deck of cards.

Perhaps all you wanted was to kill time. Either way does that whether you are playing a game or inefficiently suiting a deck of cards. But the two really aren't the same and that's really the crux of it.

I'm of the opinion that you do a disservice to all involved here. There is this wonderful game that you could be playing, but you are electing not to do so rather in essence choose a very inefficient manor to suit a deck of cards.

-James


Jeremiziah wrote:
Eacaraxe wrote:
The foundational rule to an RPG is "have fun". Without that end, the game is utterly meaningless. The trust in a GM to provide the players a fun experience without being bound to dice results is a far higher order of trust than only trusting GM's to be fun when bound to only dice results. The dice, after all, are a lower-order mechanism than the GM.

You know what's fun? Last words. Heroic, self-sacrificing deaths. Reacting appropriately to those deaths when they're happening to other people at the table. Rolling new characters. But players are often deprived of those pleasures on the basis of someone else's interpretation of fun.

The great part about RPG's (when they're well made, as this one is) is that there's literally almost no part of them that isn't fun on some level. The parts that aren't necessarily "fun" are, at least, instructional in some way shape or form. Character death does not equal anger or hurt feelings, at least, it need not. Players should really learn to take these things in stride. If they do, they will (and I mean, categorically WILL) have more fun.

What's intersting to me is that the debate I'm having with James is because I didn't fudge and I let a character die. The players wanted to bring the character back. All I did was was work within the framework of the spell and what the players were doing already. The player didn't even say "I hope I come back as a dhampir." He just wanted to keep his good Dex score.


Jeremiziah wrote:
Eacaraxe wrote:
The foundational rule to an RPG is "have fun". Without that end, the game is utterly meaningless. The trust in a GM to provide the players a fun experience without being bound to dice results is a far higher order of trust than only trusting GM's to be fun when bound to only dice results. The dice, after all, are a lower-order mechanism than the GM.

You know what's fun? Last words. Heroic, self-sacrificing deaths. Reacting appropriately to those deaths when they're happening to other people at the table. Rolling new characters. But players are often deprived of those pleasures on the basis of someone else's interpretation of fun.

The great part about RPG's (when they're well made, as this one is) is that there's literally almost no part of them that isn't fun on some level. The parts that aren't necessarily "fun" are, at least, instructional in some way shape or form. Character death does not equal anger or hurt feelings, at least, it need not. Players should really learn to take these things in stride. If they do, they will (and I mean, categorically WILL) have more fun.

I don't think anybody's arguing that a GM should never, ever let a character die. I usually let that happen as it may. (One exception being when my wife fell asleep so I took over her character and did something really stupid that would have gotten it killed. I ... what did I do? I think I limited the damage so that it wasn't an outright death; it had taken enough damage to blow right past the unconscious/dying stage.) Dragging the body back to town adds an interesting angle to the game.

How are players being deprived of fun when they themselves want the p402 rule applied? Are my players playing the game wrong?

Grand Lodge

james maissen wrote:

There is this wonderful game that you could be playing, but you are electing not to do so rather in essence choose a very inefficient manor to suit a deck of cards.

-James

You say that like the game we are playing is any less wonderful than the game we could be playing.

A no-fudging game is just as wonderful as a fudged game.


james maissen wrote:
Bob_Loblaw wrote:
My players come to the table to enjoy themselves.... They want to have fun. For them fun includes random chance but when that randomness starts to get in the way, they want me to fix things.

I see this as no different from say (to overuse this analogy) when you've decided to play solitaire, but realize that because of how the cards lie you're not winning and will likely lose. So you take a card from under a stack and put it on the top of the pile. Suddenly you're winning again.. perhaps you do this rarely or perhaps with quite a frequency even over the course of a single game.

Now is there anyone that's going to bust down your door to brand you evil for this? No. But are you cheating at solitaire? Yes. You've taken a simple game and altered it to a very inefficient way to suit a deck of cards.

Perhaps all you wanted was to kill time. Either way does that whether you are playing a game or inefficiently suiting a deck of cards. But the two really aren't the same and that's really the crux of it.

I'm of the opinion that you do a disservice to all involved here. There is this wonderful game that you could be playing, but you are electing not to do so rather in essence choose a very inefficient manor to suit a deck of cards.

-James

First, I have fudged twice in 2 years. I usually let the dice fall where they may.

Second, I think the GM does a disservice when his players go home unhappy.

Third, I don't think the GMing fixing things has to be fudging dice. He can make all kinds of adjustments. Whatever is doen should be what is ultimately best at that time.

Liberty's Edge

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Revan wrote:

Rolling a character is loads of fun. I roll up characters I'll never play all the time just for the joy of fiddling with the mechanics. Right now, in fact, I'm converting Jade Regent monsters and NPCs for use in a Gestalt game I'll probably never run.

But if I were rolling up a new character because the one I had first crafted had been shanked by a lucky critical--doing this while my friends were still playing, and then, even after I finished making the sheet, having to wait while the DM tried to find a logical place to introduce me into whatever bizarre milieu the party was in--that would suck the joy out of it considerably. Just personally speaking.

Perhaps this experience might cause you to select the "Fortified Armor Training" feat in your next build, or to invest in Shield Specialization. These options, often seen as "underpowered" or "nonoptimal" feat selections, might enable the game to be played without the GM having to perform factual acrobatics in order to keep everyone alive. The options exist to deter the kind of freak critical you're describing.

Also, if sitting with friends (or at least acquaintances) and eating pizza and laughing at funny accents isn't fun at ALL unless you have a horse in the race yourself...I mean, there are entire podcasts devoted to just listening to other people play, and that doesn't factor in actually being there. I swear, you really can have fun while rolling a character and letting others finish the battle. I've done it, so I know it can be done. It's a matter of mindset.

Liberty's Edge

TriOmegaZero wrote:

"Football is pretty good fun, if you only allow it to be."

Yeah, but I don't want to play football.

I don't know what this is supposed to mean, TOZ.

It scores a '9' on my internal snark-o-meter, but a flat '3' on the making-sense-o-meter.

Substitute "RPGs" for football in this sentence, and now I'm asking why you're sitting around a table with polyhedral dice on it and little plastic likenesses of monsters and the like.

You don't want to play football, don't play it. But don't go stand on the sidelines in a uniform.

Grand Lodge

Huh. The '3' I understand, but the '9' is on the complete opposite end of the scale from where it should be.


Jeremiziah wrote:

You know what's fun? Last words. Heroic, self-sacrificing deaths. Reacting appropriately to those deaths when they're happening to other people at the table. Rolling new characters. But players are often deprived of those pleasures on the basis of someone else's interpretation of fun.

The great part about RPG's (when they're well made, as this one is) is that there's literally almost no part of them that isn't fun on some level. The parts that aren't necessarily "fun" are, at least, instructional in some way shape or form. Character death does not equal anger or hurt feelings, at least, it need not. Players should really learn to take these things in stride. If they do, they will (and I mean, categorically WILL) have more fun.

...and fudging categorically and necessarily removes all these things? Short answer: no.

How many characters that eat a disintegrate or finger of death, and fail their fort save, get a last word or heroic sacrifice? If one thing can be learned of more "hardcore" RP rule sets, it is that death is first and foremost cruel, quick, and meaningless; the last words, sacrifices, and high drama only occur a minority of the time. If a character is to have the last word or make a heroic sacrifice, they must first be in a position to do it and that includes surviving up to that point (which depending upon campaign and GM can be a cakewalk or nigh-impossible).

Of course, for any of those things to have meaning it must also have finality. That's a hard thing to accomplish outside GM fiat in a game system in which resurrection is generally a town trip and an amount of gold ranging from pocket change for high-levels down to a costly, one-time-only expense to a mid-level away.

Why is the presumption that any time a die is fudged that it is done to homogenize an encounter, prevent a character death, or unnecessary screw players over? A GM can't fudge a goblin's stealth check to inject a little comedic relief into a game? A GM can't fudge a noble's bluff check to have them accidentally tip their hand during a social scene?

Of course, you may ask "why roll in those instances?". To which I counter with my earlier tangent: GM action (or inaction) sends nonverbal cues to players. They may not (and shouldn't) react in-character to out-of-game GM action, but it still creates perceptions and presumptions which even if unconsciously color PC action (yes, even in TTRPG observer effect takes full swing). A GM who only rolls when a roll is necessary is predictable and definitively lifts the veil between the deliberate and unintentional. That nonverbal cue can be used to the GM's advantage as a part of stagecraft.

In the case of the goblins you're creating the impression it wasn't planned (even if you did it extemporaneously, reading the room and deciding some comedic relief is in order), which enhances the humor. In the case of the noble you're giving the players a nonverbal cue to pay extra attention. You may counter with the allegation, "that isn't fudging!". Yes, it is. You're making a skill check and disregarding the rolled result in favor of a predetermined one. It doesn't matter whether the roll is a mere formality or minor theater, if you roll and disregard the result you are fudging.

Grand Lodge

Jeremiziah wrote:
I've done it, so I know it can be done. It's a matter of mindset.

I don't want to do it. I reject that mindset.

Why do you act like that choice is a categorically bad decision?

Liberty's Edge

Zaranorth wrote:
How are players being deprived of fun when they themselves want the p402 rule applied? Are my players playing the game wrong?

A fair question, and the answer is "of course not".

But, are you really asking them? Other than once at the beginning of the game, I mean, which is tantamount to agreeing to the terms and conditions of a website that you don't know if you're going to derive any value out of before you agree. Of course you say "Yeah, sure" - because otherwise you get redirected to Google or wherever.

I mean, look, if you as a GM determine that a fight is going to end badly - really badly, that is, with no chance of redemption - if you at that point say to your players "You're all going to die unless Elminster shows up and frys the bad guy. Do you want me to do this?", then that's fine. You're really asking them at a time when it matters, and they can give you an informed answer. I have no problem with that (although I'd never answer "yes" to the above question as a player). I agree that Pg. 402 is in the rulebook, hard stop. If everything's going to happen the way the GM says it does regardless of what the dice say, though, and I'm not even going to have any say in that, then I'm playing GM-Happy-Fun-Time, not Pathfinder (or Gurps, or RIFTS, of whatever).

In Bob's case above, I'm with james when he says he simply would have dictated the resurrection results, and wouldn't have bothered rolling the dice. However, I'm not going to rake Bob over the coals for what he did. That's a relatively minor matter. Making it so the initial character didn't die in the first place, though - that's something I pretty much can't condone. People need to learn to live and let die. The game teaches us to not get too attached to things. It's a good lesson. It doesn't inhibit fun in any real, tangible way.

Liberty's Edge

TriOmegaZero wrote:
Jeremiziah wrote:
I've done it, so I know it can be done. It's a matter of mindset.

I don't want to do it. I reject that mindset.

Why do you act like that choice is a categorically bad decision?

You don't want to have fun? <checks avatar for proboscis and hat>

Really, man, we're not connecting, here. I'm not understanding. Not wanting to have fun isn't categorically bad, but neither is it a common perspective in general, let alone among gamers.


Mr.Fishy wrote:
not stating that would be a lie of ommission and some posters can no stand for a lie.

If someone pointedly doesn't answer a question, they're making the truthful answer painfully clear, n'est-ce pas?


james maissen wrote:


I'm of the opinion that you do a disservice to all involved here. There is this wonderful game that you could be playing, but you are electing not to do so rather in essence choose a very inefficient manor to suit a deck of cards.

-James

Speaking of cards, this looks a lot like you're playing the badwrongfun card.

Grand Lodge

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Jeremiziah wrote:


You don't want to have fun?

...rolling a character while the game continues on. (My penchant for brief statements comes back to bite me I see.)

There isn't a measurement unit for fun. You're pretty much either having fun or not.

Thus you need to know what causes you and your players to not have fun. And then avoid those situations.

Rolling a new character and waiting to have him introduced is an example of a fun-ender for my group, and not for yours.

Bill Dunn wrote:


Speaking of cards, this looks a lot like you're playing the badwrongfun card.

Yeah, I tried to point out that both games are wonderful, but I don't think he's hearing it.


Jeremiziah wrote:
Zaranorth wrote:
How are players being deprived of fun when they themselves want the p402 rule applied? Are my players playing the game wrong?

A fair question, and the answer is "of course not".

But, are you really asking them? Other than once at the beginning of the game, I mean, which is tantamount to agreeing to the terms and conditions of a website that you don't know if you're going to derive any value out of before you agree. Of course you say "Yeah, sure" - because otherwise you get redirected to Google or wherever.

I mean, look, if you as a GM determine that a fight is going to end badly - really badly, that is, with no chance of redemption - if you at that point say to your players "You're all going to die unless Elminster shows up and frys the bad guy. Do you want me to do this?", then that's fine. You're really asking them at a time when it matters, and they can give you an informed answer. I have no problem with that (although I'd never answer "yes" to the above question as a player). I agree that Pg. 402 is in the rulebook, hard stop. If everything's going to happen the way the GM says it does regardless of what the dice say, though, and I'm not even going to have any say in that, then I'm playing GM-Happy-Fun-Time, not Pathfinder (or Gurps, or RIFTS, of whatever).

In Bob's case above, I'm with james when he says he simply would have dictated the resurrection results, and wouldn't have bothered rolling the dice. However, I'm not going to rake Bob over the coals for what he did. That's a relatively minor matter. Making it so the initial character didn't die in the first place, though - that's something I pretty much can't condone. People need to learn to live and let die. The game teaches us to not get too attached to things. It's a good lesson. It doesn't inhibit fun in any real, tangible way.

But that's not entirely what happened. The issue was that the result rolled was troglodyte, which would have been bad for the game. Since I wanted everyone to have fun, I figured to throw the player a bone. Had the result been halfling (like is was for a human wizard who died), then the dice determine the outcome. That's the difference. I did give the dice a chance. The dice would have taken away from the fun.


Jeremiziah wrote:
Zaranorth wrote:
How are players being deprived of fun when they themselves want the p402 rule applied? Are my players playing the game wrong?

A fair question, and the answer is "of course not".

But, are you really asking them? Other than once at the beginning of the game, I mean, which is tantamount to agreeing to the terms and conditions of a website that you don't know if you're going to derive any value out of before you agree. Of course you say "Yeah, sure" - because otherwise you get redirected to Google or wherever.

I mean, look, if you as a GM determine that a fight is going to end badly - really badly, that is, with no chance of redemption - if you at that point say to your players "You're all going to die unless Elminster shows up and frys the bad guy. Do you want me to do this?", then that's fine. You're really asking them at a time when it matters, and they can give you an informed answer. I have no problem with that (although I'd never answer "yes" to the above question as a player). I agree that Pg. 402 is in the rulebook, hard stop. If everything's going to happen the way the GM says it does regardless of what the dice say, though, and I'm not even going to have any say in that, then I'm playing GM-Happy-Fun-Time, not Pathfinder (or Gurps, or RIFTS, of whatever).

In Bob's case above, I'm with james when he says he simply would have dictated the resurrection results, and wouldn't have bothered rolling the dice. However, I'm not going to rake Bob over the coals for what he did. That's a relatively minor matter. Making it so the initial character didn't die in the first place, though - that's something I pretty much can't condone. People need to learn to live and let die. The game teaches us to not get too attached to things. It's a good lesson. It doesn't inhibit fun in any real, tangible way.

Why does it seem like that everybody that's arguing against fudging claim this is how GMs treat every roll? I think all of us have said it's a rare event.

And yes, I really asked them; nor did I do it, like you suggested, in such a way that it was "agree to my fudging or there's the door." I'm not about to ask them every single game and especially not before every single time I'm considering it.

I also allow rerolls, especially when it comes to hit points. A player rerolling in game, usually to hit, happens extremely rarely. Were we using the Hero Points system, nobody would ever be out of points due to this, so I don't bother with them.


I understand that most people see a need to overrule the dice. I've recommended using hero points, but apparently that puts too much choice in the players' hands and causes their brains to explode, so only the GM can do it. OK, let's accept that as a baseline assumption.

Assuming that's all true, then, can someone explain again why it's so important that you lie to the players and tell them you're not changing rolls, altering results, etc., when you actually are? And the usual response of "so they'll think I'm not doing it" is not one I believe, unless your players are either under 10 years old or are dumber than dirt. So, even if you can't be honest with the players about it, try and be honest answering this question to some anonymous dude on line, OK?

Because if a GM announced, "Guys, is that like five 20's in a row I just rolled for Team Monster? I'm rerolling that crap with a new die!" I'd totally understand. Him/her coming out and saying it is something I could even respect.

On the other hand, "Uh, why no, I didn't change anything! It's just your miraculous luck that prevents any PCs from ever dying! Yes, even though we've been playing for 4 years and every combat ends with everyone at exactly 1 hp!" is something that would make me walk out the door without pausing to pick up my character sheet.

Grand Lodge

Well, the one good thing from all of this is that I am pretty sure I will be more transparent about it from now on. Especially since I very clearly fudged for the two deaths, and my players knew they were dead. Doesn't seem to have had the negative effect that everyone has been harping on however.


Kirth Gersen wrote:
I understand that most people see a need to overrule the dice. I've recommended using hero points, but apparently that puts too much choice in the players' hands and causes their brains to explode, so only the GM can do it. OK, let's accept that as a baseline assumption.

Thank you for immediately proving my point.


Zaranorth wrote:
Thank you for immediately proving my point.

What, that you, personally, don't see the point and don't want to be bothered with them?

It doesn't matter to me in the slightest bit if you fudge every roll, or just the ones that make PCs maybe die, or just the ones that happen on alternate leap years. All I want to know is, when you are doing it (regardless of frequancy or anything else), why it's necessary to lie to the players and pretend like you aren't.


Latest example of Fudging in my game (about a month ago) :

Players are escorting a wagon back to town. The scouts (a witch catfolk and a barbarian half-orc) state they are going to proceed 'about a hundred feet in front of the wagon, and about 100 feet behind' to look for ambushes.

They get ambushed of course, and I have them roll perception checks. I roll randomly to see who's in front at the time, and who's behind (they didn't specify). The witch comes up in front. The squishy, unarmored, unshielded, I got no hit points, witch. Now, the witch rolls a perception check just good enough to notice the ambush as he enters the kill zone.

So, as GM, I have a choice. I can do exactly what the players stated. In which case, the 12 mook archers will unload on him in the surprise round with him probably flat footed (not that it matters, his AC is 14 with no armor or spell), or I can 'fudge' a bit, and have the ambush occur as they're tightening up to confer on the travel time, and who's doing what for lunch, etc. Given the generally low rolls on the ambush spotting, this seems appropriate.

Afterwards, I explain to the party (who still almost got TPK'd because they split up and sent their big bad barbarian and monk against the 3 big bads while everyone else split up to chase mooks with bows, who ran and attacked each round) why I overrode their decision on what to do. They all agreed that it would not have been fun to be TPK'd, or to have the witch (new character) die in his first round of combat, so they are all 100% fine with me making fudges now and then, as long as I have a really good reason for it.

Now, per several people in this forum, we are immature badwrongfun people apparently.

Grand Lodge

Kirth Gersen wrote:
What, that you, personally, don't see the point and don't want to be bothered with them?

Seriously dude. My brains may be scattered, but they haven't exploded.

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