
thejeff |
thejeff wrote:Kirth Gersen wrote:Clearly you don't play much poker?Because if you had, you'd know that bluffsneverdon't always work in poker. See edits; hopefully that will clear up your confusion. I don't need to know every time a DM fudges in order to know that the DM in question fudges.
thejeff wrote:I suspect a lot of this has to do with what you're looking for in a game. If you're really focused on the tactical challenge part, then it'll bother you much more. If other aspects are more important, then fudging can be a means to that end without detracting much.Skirting pretty close to Stormwind territory there. A person can be focused on tactical challenges AND roleplaying and exploration and so on; it is in no way a zero-sum thing.
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P.S., Henceforward, let's just treat it as assumed in the community that whenever I make a post, thejeff vehemently disagrees with every aspect and also says I'm a bad person. That'll save you stalking me from thread to thread in order to make snide (and often wildly inaccurate) "rebuttals."
Seriously? I saw a thread title I was interested in and responded to posts I wanted to respond to. My first posts in this thread weren't in response to you. I didn't intend to say anything about you being a bad person.
Perhaps we could also assume the part where you attack me and throw around Stormwind like no one could possibly care more about one aspect of the game than another?
In fact, in that post I was talking mostly about my own experience with fudging and why it might not bother some people as much as others. Which I'll admit does fall into something of a theme of mine: People like different things about the hobby. While someone can like tactical challenges AND roleplaying and exploration and so on, a person can also like one or more of those without caring so much about the others. I do.
Which is often met with variations on Stormwind apparently because focusing more on the parts I don't like as much is somehow required.
I'll admit the poker bit was somewhat snide, but so was the comment I replied to.

PossibleCabbage |

On the other hand, if you've promised not to fudge the dice and someone calls you on it, "You can't prove it!" really isn't going to make them feel any better about it.
What I'm saying is what if you call your GM on it and they can prove (by reference to their prepared notes, showing you the die, etc.) that they did not do anything that would be considered a breach of the social contract?
Why would you even risk that happening? How would you feel if it did?

Kirth Gersen |

What I'm saying is what if you call your GM on it and they can prove (by reference to their prepared notes, showing you the die, etc.) that they did not do anything that would be considered a breach of the social contract?
I may disagree with you about some things, but that doesn't make me as densely stupid as all that. I'm not going to do something that randomly -- and, yes, I'd do it after the game.
That said, I really think you drastically underestimate how obvious bluffing is, once you've observed enough of it.
And what I'm saying is, why would you promise the players not to fudge the dice, but then turn around and do it anyway? Is there something magical about being DM that makes you unable to breach the social contract? But I don't have to ask how those DMs feel, because HWalsh has already made it clear -- it makes him feel all-powerful. (Also remember, for the third time, I'm addressing the DMs who say "I lie about doing it, and I always get away with it!")

Kirth Gersen |

Perhaps we could also assume the part where you attack me and throw around Stormwind like no one could possibly care more about one aspect of the game than another?
Can care more about some aspects? Yes, of course. Indeed, I assume many do.
But have to? No, not at all. Therefore, being interesting in other aspects does not mean that one is not also interested in tactics, and hence, doesn't care about fudging.(If you were just trying to repeat that interest in tactics correlates with attitudes about dice fudging, I'd have agreed completely -- I think everyone pretty much agreed on that pages ago. Dragging in the "other aspects" muddies the water and obscures that point, however.)

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But have to? No, not at all.
In thejeff's defense, he didn't say anything about "have to". He said "can". Which makes your reaction to it surprising.
Apart from that, I still disagree about that it's so easy to find out fudging if it's done responsibly (meaning that it's not done all the time or in certain recurring situations, for example). But then I also don't intend to defend those GMs that openly admit to lie about it, because I consider that to be bad behavior no matter if you get away with it or not.
So just for the record, before I bow out of this discussion:
I normally don't fudge if defined as changing die results. Also if I give my word before a game that I won't fudge, I won't. But I prefer to play with people who aren't adamant about it, because you'll never know when there might arise a situation where fudging might be the fastest and most elegant solution to solve a problem especially when you didn't see that problem coming. And yeah, I'm open about it, so that you can decide if my game is for you or if it isn't before it starts.

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Occasionally, a situation occurs where the DM was hoping for an epic combat or complex and challenging task......but the dice don't play the game....or they misjudged the parties abilities.
So then the DM has to make a call. Do they fudge things in order for the situation to work as they intended? Or they do theylet things slide, and ptemtially make a mediocre event instead of something truly memorable.
Fudging a combat is completely in the purview of what the DM is trying to achieve in a game. As such, judging them for it also needs to be based on the reasons behind it.
Are they fudging because the players tacti are awesome and they're sick of everything just getting smashed to pieces? Well that's not a good approach honestly. This is not an us vs them game.
Are they fudging because doing so makes the game a better experience for everyone at the table? Well then hats off to them for making a fun and enjoyable session.
Writing sessions and planning combats and DMing in general is not a perfect science. It is as much artform as hard maths. As such, DMs need a soft edge to their planning to cater for a huge number of variables that cannot always be planned for. That soft edge is fudging.
It involves trust in your DM though. And that's not something that comes easily in situations like PFS or pick up games at a games store etc.
I pretty much roll everything in the open for my players. What I don't do is tell them stats of the beasties they are fighting. Particularly HP, nor how many critters there are. I found the best way to fudge an encounter is actually just add or remove crittters as needed to make things more or less intense. Since I regularly run combats where reinforcements roll in at various times, it makes it much easier.

thejeff |
PossibleCabbage wrote:What I'm saying is what if you call your GM on it and they can prove (by reference to their prepared notes, showing you the die, etc.) that they did not do anything that would be considered a breach of the social contract?I may disagree with you about some things, but that doesn't make me as densely stupid as all that. I'm not going to do something that randomly -- and, yes, I'd do it after the game.
That said, I really think you drastically underestimate how obvious bluffing is, once you've observed enough of it.
And what I'm saying is, why would you promise the players not to fudge the dice, but then turn around and do it anyway? Is there something magical about being DM that makes you unable to breach the social contract? But I don't have to ask how those DMs feel, because HWalsh has already made it clear -- it makes him feel all-powerful. (Also remember, for the third time, I'm addressing the DMs who say "I lie about doing it, and I always get away with it!")
Possibly because there's a subset of players who actually want that? Who want the results of at least occasional fudging, but also the want the illusion of not having that safety net. Probably the more casual players, not the more hardcore types who hang out here. (Hardcore in any fashion. Not just tactics/optimization. No Stormwinding intended. Beer and pretzels rather more serious rpgers of any or all persuasions.) I'd guess that most gamers who don't start in an established group start out that way - whether they know it or not.
I've never played with a GM who was open about fudging. Some who just didn't mention it. Some who've talked about in discussions of GMing style and practices after playing with them for long periods.
Even the advice in the GMG says "if you do decide to fudge rolls for the sake of the game, it’s best done in secret".

Kirth Gersen |
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Who want the results of at least occasional fudging, but also the want the illusion of not having that safety net.
I know there are; possibly a majority, even. And as long as it's an open secret (i.e., the players know, deep down, that the DM may do it, and are OK with that) then suspension of disbelief will take care of the rest.
Even the advice in the GMG says "if you do decide to fudge rolls for the sake of the game, it’s best done in secret".
And the designers' admitted default personal preference is for a casual game full of gentlemen's agreements (witness not bothering to fix planar binding, simulacrum, and so on), so that's the context to take that in.
I don't know how many times I need to say this, but if the players are ultimately OK with fudging dice, or railroading, or whatever else, then that's fine; the DM can (and in some cases maybe even should) do those things. The correlary, though, is that for the minority of players who state, clearly and up front, that they don't want fudging, or railroading, or whatever -- either respect that wish, or ask them to find a different game.
Just don't two-facedly pretend to agree, and openly claim you're not going to fudge, and then do it anyway -- that's not just bad game etiquette, it's blatantly lying to others. I don't know why people are so resistant to this point, though, and go through convoluted mental gymnastics to convince themselves that this is somehow virtuous behavior.

Kirth Gersen |

Also if I give my word before a game that I won't fudge, I won't. But I prefer to play with people who aren't adamant about it, because you'll never know when there might arise a situation where fudging might be the fastest and most elegant solution to solve a problem especially when you didn't see that problem coming. And yeah, I'm open about it, so that you can decide if my game is for you or if it isn't before it starts.
I think your stance on all of this is extremely laudable.

PossibleCabbage |

Even the advice in the GMG says "if you do decide to fudge rolls for the sake of the game, it’s best done in secret".
I feel like the last time this topic flared up a few months ago the general consensus was something to the effect of-
"If a player feels strongly opposed the idea that a GM will fudge or otherwise manipulate circumstances in ways not strictly delineated by rule, it is the responsibility of that player to bring up that conversation before the game gets started."
Since if the GM just brings it up it's essentially "do you trust me to make judgement calls as to what will improve the game experience". It's incumbent on the players to set this boundary, not for the GM to figure out where it is.
Since if you ask me "are you going to fudge dice?" my honest answer would be something like "I certainly don't intend to, but I can't see the future and I also don't want to rule out any tool in the GM's toolbox whose use I feel might improve the experience for all of us. I honestly don't think it's a big deal when done sparingly." If the players agree on "hey, don't ever do this specific thing" then I'm not going to (but I'd like to figure out what other things I can still do.) If nobody says anything, I'm going to feel like it's not really a big deal to them either.

Kirth Gersen |
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"If a player feels strongly against the idea that a GM will fudge or otherwise manipulate circumstances, it is the responsibility of that player to bring up that conversation before the game gets started.
I don't have any problem with that (although I shake my head at some of the more extreme posters who aver that any player making such a request is totally out of line and should be either ignored blackballed from the hobby, that thankfully seems to be a minority viewpoint).
If they do make that request, though, then the DM needs to decide to (a) respect it and accede; (b) tell them it's non-negotiable and refuse; or (c) lie to them. I have no problem with either (a) or (b). It's (c), and all the absurd justifications for it, that sticks in my craw.

thejeff |
thejeff wrote:Who want the results of at least occasional fudging, but also the want the illusion of not having that safety net.I know there are; possibly a majority, even. And as long as it's an open secret (i.e., the players know, deep down, that the DM may do it, and are OK with that) then suspension of disbelief will take care of the rest.
thejeff wrote:Even the advice in the GMG says "if you do decide to fudge rolls for the sake of the game, it’s best done in secret".The designers' default preference is for a casual game full of gentlemen's agreements, so that's the context to take that in.
I don't know how many times I need to say this, but if the players are ultimately OK with it, I don't have any problem with it, either. My stance, though, is that for the minority of players who state, clearly and up front, that they don't want it -- either respect that wish, or ask them to find a different game.
Just don't two-facedly pretend to agree, and openly claim you're not going to fudge, and then do it anyway -- that's not just bad game etiquette, it's blatantly lying to others. I don't know why people are so resistant to this point, though, and go through convoluted mental gymnastics to convince themselves that this is somehow virtuous behavior.
Maybe because it's not always clear that's your stance? Maybe some think it's more of an "You should always announce up front if you're going to cheat".
Especially in a thread like this where people are dropping lots of subtly different variations on basic stances, it's easy to let opinions blur together or lose track of who's defending what.
Especially in forums like this where other people are

dysartes |
Totally fine. I'd even be cool with a GM rolling open, seeing the 20, and saying 'guys, these guys are on fire, I'm going to ignore this one to give you a chance to comeback'.
What would your opinion be if that was reversed - GM unable to roll above 10 all session, say, and was on their second or third sub-3 roll in a row, deciding that it hit? Again, assuming open rolling.
So they know what kind of game you run? Clear communication? Respecting your players play style?
Should the players not need to respect your DMing style, if you're expected to respect their play style?
I am sure, at the time, Roberta Williams (The designer) thought that this puzzle made sense and was obvious. In re-releases of the game, however, the new answer is Nikslitselpmur, because it makes sense.
Out of interest, does the original correct answer still work as well?
Are they fudging because the players tacti are awesome and they're sick of everything just getting smashed to pieces? Well that's not a good approach honestly. This is not an us vs them game.
If the GM has hit the point where they're sick of something, that would imply they're not enjoying the game. Are they not allowed to do something about this? Or is GM enjoyment not meant to be a factor?

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@ dysartes Cheating to counteract clever play by the characters is the worst form of self gratification in a communal game.
If you're not having fun because as DM your monsters are constantly being destroyed.....time to not DM for a while.
That's what you do to change the dynamic. Not cheat.
Part of the expectation of being a GM is that your guys die. If you don't like that expectation, or it stops being fun, don't GM.

dragonhunterq |

Where does the line between fudging dice rolls and, for example, not using the most effective option a monster has or sub-optimal tactics (like leaving the wizard in melee range) or not using that symbol spell behind the big bad that no-one but you knows about yet?
Because sometimes the fight goes against the players when it really shouldn't or you as GM miscalculate the difficulty.

GM Rednal |
@dragonhunterq: I mentioned this earlier in the thread, but I think it's fine to have enemies soften their tactics if you think a fight has become significantly harder than you intended it to be. I mean, a few poor rolls by the players is one thing and probably shouldn't get you to change it up - although if you do, having enemies laugh at the party and 'lower their guard' works - but if it's genuinely just out-of-line, I believe softening things a bit is the right course. This can help avoid situations where you might want to start fudging rolls, too.
(The exception, of course, being if your table wants things to be as hard as possible, perhaps because they like tactical challenges and so on. Few suggestions are universal, and knowing which to apply is an important part of GM'ing. XD)

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TriOmegaZero wrote:Totally fine. I'd even be cool with a GM rolling open, seeing the 20, and saying 'guys, these guys are on fire, I'm going to ignore this one to give you a chance to comeback'.What would your opinion be if that was reversed - GM unable to roll above 10 all session, say, and was on their second or third sub-3 roll in a row, deciding that it hit? Again, assuming open rolling.
I'd be fine with the GM saying 'These guys are horrible. You guys want them to actually be a challenge?' in that case. Then it is up to the group in exactly the same way. I've had such sessions where the players were actually pitying the enemy, to the point of casting beneficial spells on them mid-combat.
TriOmegaZero wrote:So they know what kind of game you run? Clear communication? Respecting your players play style?Should the players not need to respect your DMing style, if you're expected to respect their play style?
If you feel disrespected, feel free to say so.

PossibleCabbage |
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@ Wrath - Expecting to be able to land a couple of hits in what should be an even combat is "the worst form of self gratification in a communal game"?
I mean, I don't know about you, but even though I pilot the monsters, I expect the monsters to lose something like 100% of fights they're in. I'm like the general manager of the Washington Generals- if we win, something has gone wrong, I'm just trying to make it entertaining.

dysartes |
dysartes wrote:@ Wrath - Expecting to be able to land a couple of hits in what should be an even combat is "the worst form of self gratification in a communal game"?I mean, I don't know about you, but even though I pilot the monsters, I expect the monsters to lose something like 100% of fights they're in. I'm like the general manager of the Washington Generals- if we win, something has gone wrong, I'm just trying to make it entertaining.
Losing is one thing, but losing without achieving anything in a combat (or series of combats) is something else entirely.
If they players have pulled off a tactic that circumvents or disables the enemy, that's one thing, but when it is purely down to the dice being colder than my heart, that's something else entirely...

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Dysartes - you've taken my statement and stretched it beyond my words and into your own realm of justification.
Read my statement again. Then see if you can find the part where I said monsters weren't landing hits.
My statement was about the players being very clever and great tactically. So the DM cheats to counteract that.
You've turned it into "waaaaagh I want my things to hit, waaaaaaghhhhh"

MendedWall12 |

dysartes wrote:@ Wrath - Expecting to be able to land a couple of hits in what should be an even combat is "the worst form of self gratification in a communal game"?I mean, I don't know about you, but even though I pilot the monsters, I expect the monsters to lose something like 100% of fights they're in. I'm like the general manager of the Washington Generals- if we win, something has gone wrong, I'm just trying to make it entertaining.
I won't comment on any of the other shenanigans going on this thread, but I did want to +1 this and say that this is exactly who I am as a GM as well. If "my" bad guys win, something went horribly wrong, though, it has happened. Sometimes I roll the dice in front of the group (without rhyme or reason on a whim) and everyone sees that Nat 20, followed by a 19... :P

Flamephoenix182 |
I pretty much roll everything in the open for my players. What I don't do is tell them stats of the beasties they are fighting. Particularly HP, nor how many critters there are. I found the best way to fudge an encounter is actually just add or remove crittters as needed to make things more or less intense. Since I regularly run combats where reinforcements roll in at various times, it makes it much easier.
This is one of my most common ways of fudging as well. If an encounter ended up being way harder than I thought, I won't bring in anymore waves of guys, if it's way too easy (sometimes I just let it be easy but I know my players like to be challenged so not very often) I will bring in more waves.
The other one I do a lot is HP as well. Sometimes it's clear the PC's have won the fight, they just haven't defeated all the monsters HP. So when I start to see combat dragging and people losing interest I'll often make the next hit kill the monster. (this is of course assuming this is a monster who will not flee/surrender like undead as I always try to take the roleplay out if I can first)

bugleyman |

Well, a lot depends on the implied social contract, doesn't it? Some would say the GM _can't_ cheat.
Often -- but not always -- when I run a home game, my assumption is that some level of "cheating" on the GM's part is OK, AS LONG AS THE PLAYER DON'T KNOW ABOUT IT. They can suspect, of course, but the GM shouldn't cop to it it.
Conversely, if I'm GMing PFS, my default assumption is that no "cheating" is OK, and I will let the dice fall where they may.
Of course, this also varies by:
* The game I'm running. D&D 3.5 (and Pathfinder) have a bit more of a tactical component than many other RPGs, which can lend itself to a more adversarial relationship between the players and the GM.
* The people with whom I am playing. What do they prefer? What do they expect?
Ultimately, however, the only question that really matters is this: Is everyone having a good time? If so, don't sweat it. If not, then you should know enough about *why* in order to adjust accordingly.
Good luck.

PathlessBeth |
137ben wrote:I mean, here is the thing. If an antagonist's "to-hit" bonus and saves drop by 2 on the fourth round of combat, there's no way anybody playing the game will be able to tell the differenceYou know, I'm noticing a really curious trend in these threads. Several people have asserted that cheating is okay regardless of the feelings of the people you are playing with, provided that no one you are playing with ever learns that you cheated. Several of the same people have asserted that it's okay for them to cheat, because they are sufficiently skilled cheaters to avoid getting caught.
But you're posting on a public forum. In my experience, if you want to avoid letting people know that you've taken Action A (regardless of what that is), bragging about how often you take Action A on a publicly-accessible website is not a good way to keep your actions a secret. Because now, anyone with an internet access can very easily discover what you've just admitted to doing.
N.B.: I also notice other people who say that they are okay with other people knowing they sometimes cheat, provided no one knows which specific instances they cheated in. That's another situation entirely. My post is only referring to people who claim to keep secret the fact that they cheat at all, yet openly share this "secret" in public.
Yea, they will know the difference, because you yourself just told them. Do you not even realize that you are posting on a public forum that can be read by anyone with an internet connection? Seriously, this shouldn't be a hard concept: if you have information that you want to keep secret, don't share that information in a public venue!
So yes, if you sit down in a room full of gamers and say "I never cheat, under any circumstance," they will be able to tell you are lying, because they can all find this very thread. And they will be able to read you openly admitted that yes, you do cheat. They won't necessarily know in which specific instances you've cheated, but anyone with an internet connection can easily find out that yes, you do cheat when playing RPGs. Because you told us so.

PossibleCabbage |

I don't think that follows.
I mean, first of all I've never told anybody I'm going to reject any tool in the GM's toolbox. So it's not like "people I know read this on the internet" is a thing I actually care about.
But the point I'm making is that barring someone spending several actions scanning somebody via detect magic during combat there's no practical difference between "Heroism ran out" and "I lowered the number by 2 because I wanted to." Like seriously the only difference between those two is "under detect magic the number of magical auras is different." I mean, I *usually* have buffs on the bad guys that are planned to run out during the fight so these things don't run so long (the latter parts of combat are dull.)
I mean, honestly, have you ever seen anyone spend 3 standard actions in combat to read someone's magical aura completely?