• Platypus
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    6825 days ago

    So that my players see me roll the dice. As long as they believe the illusion, the roll is real to them, and so their experience is meaningful and memorable; at the end of the day, that’s what matters most to me as a DM.

  • @jjjalljs@ttrpg.network
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    5226 days ago

    Play a system that accounts for this.

    Fate gives you fate points to spend when you do t like a roll. It also gives you “succeed at a cost” if your fate points are exhausted or not enough.

    You can still just roll with it (pun intended) and die to a random goblin if that’s fun. But you also have agreed upon procedure for not doing that. “It looks like the goblin is going to gut me, but (slides fate point across the table) as it says on my sheet I’m a Battle Tested Bodyguard, so I twist at the last second and he misses (because the fate point bumps my defense roll high enough)”

    This is pretty easy to import into DND, too, if you like the other parts of it

        • @jjjalljs@ttrpg.network
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          325 days ago

          Inspiration in raw DND is extremely under baked. Bg3 expanded it a little by letting you hold more than one, and actually using it. Most tables I’ve played at don’t use it, or it’s pretty rare.

          Fate by default starts you with 3 fate points per session. It expects you to use them and has clear ways of getting more.

          I really tried to get my old DND group to use then more, but it didn’t really click. I wasn’t a good fit for that group really.

      • @mossy_@lemmy.world
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        124 days ago

        Also scrolls of revivify are so common, and even without them you can revive an ally for 100 gold with no strings attached

  • @WolfLink@lemmy.ml
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    4425 days ago

    I don’t fudge rolls, but I do dynamically adjust enemy’s max HP depending on how well my players are doing.

    • @Sotuanduso@lemm.ee
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      1925 days ago

      Yeah, I’m not big on fudging rolls, but that’s one thing I will do. In my last campaign, I had statted up the first real villain for my players to fight, and they knocked him out in one punch. I would have made him one level higher, but then his own attacks would have been strong enough to one-shot some of the players. Level 1 woes.

      • @Feathercrown@lemmy.world
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        1425 days ago

        I would have made him one level higher, but then his own attacks would have been strong enough to one-shot some of the players

        Level 1 woes are real, but remember, NPCs don’t have to follow player character creation rules

        • @Sotuanduso@lemm.ee
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          525 days ago

          Yeah, I learned that too. I had come up with a villain later on who had a very defense/counterattack focused stationary fighting style combined with sundering armor, and I thought I could make him a big threat, but then he ended up completely flopping because there just wasn’t support for building that style and making it strong. Now I’m playing looser, and stealing lair actions from D&D (minus the lair part most of the time) to make my loner villains work.

    • @Honytawk@lemmy.zip
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      224 days ago

      There is a reason why the D&D 5e creatures have their HP written in dice values (4d6+10).

      It allows for variation within the stat block. But it also gives a maximum and a minimum HP they can have.

      Most of the time you use the average. But if the game is too slow, you can lower it to the minimum HP. And if they are steamrolling an encounter, you can just increase the HP to the maximum.

      This makes encounters more dramatic and fun.

  • @Skkorm@lemmy.world
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    3224 days ago

    To newer DMs: Never admit to your players whether or not you fudge rolls. As the DM, The only thing you need to do to maintain the integrity of your game is to shut your damn mouth when you bend the rules. The players just need the illusion maintained.

  • @papalonian@lemmy.world
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    2926 days ago

    I’m a first time DM and I struggle with this a lot haha. There are times where I feel a roll is appropriate, so I do it, and whatever is supposed to happen fails, then I realize… “what the hell is supposed to happen if that doesn’t work?” so it just kinda happens anyways… IDK if my players have caught on…

      • @papalonian@lemmy.world
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        1726 days ago

        That’s where my problem comes from. I’m not experienced enough to know immediately where failure is acceptable or not; rather, I don’t always have backup plans or ideas for when things that should be able to fail, fail. So I roll, and it fails, and it should fail, but I’ve got no idea what happens when it does. So it doesn’t fail.

        I think I’m getting better at improv-ing events and making backup plans. It’s still difficult for me to find the balance between the story I want to tell/ have prepared vs the story that my players wind up creating, but checking in with my party here and there tells me everyone’s having fun and only rarely does anyone feel gipped or abused by dice rolls.

        • @snooggums@midwest.social
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          926 days ago

          Prior to rolling, think about what will happen if the roll fails or succeeds. If you are worried about failure at all, that is a good sign that failing is probably not an option. Basically, if you are able to make the decision to fudge it when it happens you had the same time frame to decide notnto risk that need to fudge in the first place.

          Over time with more experience you will find ways to make failure a bump in the road to fun tims.

          • @papalonian@lemmy.world
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            526 days ago

            Thanks for spelling it out like this. I think I’ve been too focused on “doing something” and keeping the game going, that I don’t stop to think before doing some things. Ie rolling before I know what will happen with a failure. I’ll try to take more quick pauses to think things through, and worry about smoothness of play later.

            • @snooggums@midwest.social
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              426 days ago

              It might be a little bumpy at first, but should speed up with a bit of practice and the practice of thinking about failure will happen more often!. Plus the more you think about it the better you will get at coming uo with ideas for failure and that will let you being back the random rolls!

          • polonius-rex
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            226 days ago

            if you don’t even roll, then you’re robbing your players from the feeling of a near miss

            also taken to its extreme, your players will probably just work out that they aren’t going to die at all and start taking stupid risks that they shouldn’t

            and yeah, at that point you can punish them, but you’ve been responsible for them getting to that state in the first place, so you’re essentially punishing them for your own mistakes

            • @papalonian@lemmy.world
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              326 days ago

              This is another thing I fear, that causes me to do probably unnecessary rolls. I want the story/ gameplay to have at least some semblance of believability, so I don’t want everyone risking their life on a curiosity because they know I won’t kill them, but I also don’t want to “punish” players every time they take a step off the walking path.

              I’ll admit it right here: sometimes I roll the dice just to give the illusion of risk, when in reality I’m buying time to make up the results of what someone just did.

              • @ZycroNeXuS@lemmy.sdf.org
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                525 days ago

                I occasionally roll dice as theatre myself. In my last session, I had a troupe of traveling performers that I rolled for on each act to see if they did well or not, with each roll hidden from the players, and I would then describe the outcome to them. Most of the rolls were real, but some performers I had already decided would fail from the beginning, because they were plants for the enemy faction and had a plan going on in the background that depended on their failure at the act. But of course I still had to roll to not set off any alarms. Going to be fun when my players later piece together “oh, that hypnotist didn’t actually fail, they just used mass suggestion to make everybody believe they did so they don’t come under scrutiny.” If a player catches on - one actually did pretty quick - then great, let them have the victory, but in general it’s one of the ways I like to create expectations so I can subvert them or use them to sneak things by. The enemy faction is very guerilla-oriented, so it fits their MO pretty well.

                On a more general scale, when it comes to hidden rolls, if I really need something to succeed, I’ll make the roll not a matter of whether they succeed, but who succeeds. Keeps the story moving if I realize too late that that roll shouldn’t have happened because a failure brings the game to a halt.

                • @papalonian@lemmy.world
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                  225 days ago

                  I really like the “who succeeds” idea. In events where I roll a fail and have no idea what to do with it, I can just have the outcome only happen for certain characters, or tweak the “success” so that it isn’t quite so successful. Haha.

              • ThyTTY
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                325 days ago

                You can roll some dice but it doesn’t need to be a skill check (or whatever the naming is in your system of choice). When I don’t know what should happen, I may roll a die. If it’s high then it should be something good and if low, maybe it will give me inspiration to think about some new lurking danger. But I may discard the result and go with the gut feeling. Whatever, it was an “oracle roll” as I like to call it. Not tied to anyone’s statistics.

                I like to use a deck of cards as well. In Savage Worlds, it is used to determine a random encounter. Clubs indicate an enemy, hearts a friebd, diamonds some good omen and spades obstacles. I like to draw a card so it inspires me on what should happen next (of course as long as it makes sense with the world)

                • polonius-rex
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                  225 days ago

                  I may discard the result and go with the gut feeling

                  this is fudging rolls

            • @Honytawk@lemmy.zip
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              125 days ago

              There are more better ways to make a player fear for their character other than death.

              Like killing a beloved NPC, making the situation much worse, taking away their valuables, making their god angry, being hunted by assassins, making them wanted across the kingdom.

              Death isn’t the only punishment a GM/DM has at their disposal.

              • polonius-rex
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                25 days ago

                sometimes allowing an outcome that should mechanically via the rules of the game and logically via the rules of common sense has more downsides than upsides

                it doesn’t have to refer to exclusively player death

            • ThyTTY
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              126 days ago

              RPGs depend on mutual respect. If you think your players will metagame you and you need to punish them then it stops being a collaborative roleplaying game.

              • polonius-rex
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                25 days ago

                okay then, for you the game ends here:

                your players will probably just work out that they aren’t going to die at all and start taking stupid risks that they shouldn’t

                you can’t just not metagame

                if you know a choice will result in a certain outcome, you can no longer make that decision neutrally

                in fact, you literally can’t take a risk when you know what the outcome of a choice is, because there’s no risk to take

                not even bothering to roll is barely a step removed from just telling your players “i’m not going to make the enemy roll to hit you because then you might die and you haven’t found your long lost brother yet”, and if you can’t see that that’s a garbage scenario for roleplaying i don’t know what to tell you

                • ThyTTY
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                  325 days ago

                  I’m all for rolls that make sense. If it’s an encounter, of course you should always roll. I roll in the open and players know what hit them and whatnot. The consequence is damage and/or death. But if you’re a thief and want to open a simple lock and nobody’s is trying to defenestrate you at the moment? No need to roll, failure is meaningless. You just killed a dragon? No need to persuade the king to help you. That’s a reward for doing something beforehand. But oh my if an orc swings at you with his axe I’m gonna roll the dice right in front of you so you know that critical was not fudged.

                  I skip rolls if players are either super prepared or their failure will not mean anything. But as I said earlier, it needs trust between players and the GM - I don’t make their lives harder as a punishment, I do that for the storytelling. And they don’t try to work around me because we skipped a roll for athletics when they had a full day to climb a tree.

                  Oh but that reminds me. I was metagamed recently. When the team tried to decide what to do with a defeated enemy one of them said “let him live, he will come back as a sidequest. When we kill him then that plotline is dead as well”.

                  Well he was not wrong but that needn’t to be said.

    • @Susaga@sh.itjust.works
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      1126 days ago

      I learned in my first adventure that what I’ve prepared to happen might just be stupid and unrealistic, so I’m never too attached to it. If the dice say it doesn’t happen, they know better than me, so I just toss it. If I lie about the dice to make it happen anyway, I’m making a worse experience for everyone.

      If a failure means a path is unavailable, see if you can open up a different path. If there are no other paths, just let them have this one for free.

  • _NetNomad
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    2726 days ago

    i’m kind of torn on this. because, if the dice are the be-all-end-all, why have a GM at the table? i’d wager the vast majority of GMs tune difficulty and pacing on the fly without realizing it, even if it’s just “i’m gonna skip this last encounter because we’re already a half hour over and i have work tomorrow” or even just “wow everyone is bored as shit right now, we outta pick up the pace” but on the other hand, I have seen a fee bad rolls in a low-stakes encounter spiral into a character dying, and it was cool as shit. that’s part of the magic of rpgs- no do-overs or back to the title screen, instead the rest of the party (or the whole party if the player rolls a new character) needs to contend and deal with being down a person. in our case we had to drag a corpse across a continent to get to a cleric powerful enough to bring him back, and in doing so accidentally let the big bad into the otherwise secure city limits. we would have completely missed out on all of that if those dice were fudged. i guess it all down to context- fudging to prevent the GM railroad from being derailed robs you of experiences, but we also have GMs at the table for a reason, and i’m ok with them using fudging when they feel it’s warranted so long as they’re not abusing it to the point where there’s no risk to anything. at the end of the day, if we’re all having fun, i trust the GM with whatever they’re doing, and if we’re not, fudging is probably a symptom of whatever actually is the issue

    • @sbv@sh.itjust.works
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      2726 days ago

      if the dice are the be-all-end-all, why have a GM at the table?

      Dice are terrible at making battlemaps, and don’t get me started on their awful faux-Scottish accents.

      • @Susaga@sh.itjust.works
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        1826 days ago

        Actually, dice have a better scottish accent than me by virtue of not having one at all. But you don’t join my table for quality scottish accents.

        • southsamurai
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          325 days ago

          Laddie, ye betterrrrr develop ain, afore ye git strung up by yer playerrrrrs.

      • @Honytawk@lemmy.zip
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        425 days ago

        What I found in the TTRPG community is that a lot of GM’s like to hear themselves talk. They write these huge paragraphs of sentences stringed together jumping from one topic to the next.

        You can even notice this in the way the D&D books are written. Instead of using easy to navigate bullet points, it is just walls of text one after the other. Trying to find some specific knowledge in that is like trying to find a needle in a haystack.

        As a data nerd, I can’t stand it.

        • @fukurthumz420@lemmy.world
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          325 days ago

          i’ve been writing a pretty big RPG module for years now and feel the same. in the beginning i was all about the prose and beauty of the written document. now, i’m just like “bullet points. go.”

    • ThyTTY
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      325 days ago

      if the dice are the be-all-end-all, why have a GM at the table?

      Well… If the story is so important why have players at all?

      Where 2 RPG players meet there are 3 opinions

  • @Rudee@lemmy.ml
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    2326 days ago

    My 2 cents is that at the low levels, players need a bit of a buffer. A Lvl1 wizard with +0 CON can be one-shot by a goblin rolling a crit, to say nothing of the bugbear boss of the first encounter in Lost Mines of Phandelver (many people’s first introduction to DnD 5e)

    So minor selective fudging to keep the characters alive long enough for them to at least be wealthy enough to afford a Revivify seems like a small and harmless enough concession to me

    • @Honytawk@lemmy.zip
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      325 days ago

      It is the reason why I prefer starting at lvl 5

      Also the classes all feel and play the same below that level.

    • @Gutek8134@lemmy.world
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      24 days ago

      Yeah, our sorcerer got one shot by the goblins. Later on a mage wanted to punish whatever attacked him with magic missile and accidentally killed him. Now bro’s a meme for dying in the first round.

      Speaking of the bugbear, we were all at 1 hp at the end of the fight, and only because we managed to turn goblins to our side (and Kelemvorism).

    • ThyTTY
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      125 days ago

      If it’s a 1st level character is there any harm in simply letting them be killed by a goblin? Depends on what you’re looking for in a game but an early death can lead to some nice storytelling

      • southsamurai
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        1325 days ago

        Because it takes longer to roll up a new one than a table really needs as an interruption.

        Purely practical imo. You don’t want things derailed that early. Later on, a death can be worked with, made part of a story. In the first three sessions? It’s just a pain in the ass

        • @nBodyProblem@lemmy.world
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          625 days ago

          That’s when we find out the player’s wizard character, Ehariel, has a long lost brother named Aharial with a suspiciously identical set of stats and backstory

          He also has been looking for his brother for years only to conveniently find the party minutes after his brother dies

  • @Honytawk@lemmy.zip
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    2325 days ago

    Rules are important, but they aren’t the most important thing as a GM.

    The 2 things that are more important are: pacing and fun.

    Not fudging dice is important, but if it is in the way of fun, then I either just not roll or only pretend to roll.

    Same with pacing, if a roll is going to bog down the games pacing, making everything take longer for no reason other than the roll, then that roll does not matter.

  • FaceDeer
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    2126 days ago

    Depends heavily on what you and your players want out of the game. In all the campaigns I’ve been in the focus has been storytelling and character growth, so having a character die to some random happening would be counterproductive.

    There have been situations within those campaigns where we’ve done things knowing that character death was a possibility, though, and in those cases we’ve carried through if the dice fell that way. The key is having buy-in from both player and DM on those particular moments of risk. Even a regular combat could turn into one of those if the player decides to press forward into danger.

  • Xanthrax
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    2026 days ago

    How to tell if someone likes writing more than improv:

    • @grrgyle@slrpnk.net
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      1226 days ago

      How dare you cut a thread short, that could have gone on for pages and pages of bikeshedding, with your one truthful and incisive comment.

  • @blackbelt352@ttrpg.network
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    1824 days ago

    As a DM dice are there to make noise behind the screen and raise tension. They’re a psychological tool as much as they are a randomizer.

    Personally I play a lot of World of Darkness games, which runs on dice pools, so if I can just keep obviously adding more and more dice to a pool, recount once or twice and roll to really sell the illusion that they may be in for something a lot bigger and scarier than they are. Or just roll a handful of dice as moments are going on, give a facial reaction and let that simmer under the surface for a while.

  • @Zozano@aussie.zone
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    1425 days ago

    As long as you’re not going super hardcore, I don’t see the problem with just letting the truth of the dice decide whether a character receives a ‘fatal’ blow, only to find after the combat encounter that the character is barely alive, and the rest of the group needs to focus all their resources on triage and emergency evac.

    Getting out of a dangerous place with a barely conscious character can make for a pretty tense situation.

    • @jjjalljs@ttrpg.network
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      1225 days ago

      Some games have this built in and you don’t have to fudge it.

      Fate, my go to example, has important but simple rules around losing a conflict.

      At any point before someone tries to take you out, you can concede. That’s a player action and not a character action. If you concede, you get a say in what happens to your character. That’s where you as a group say “maybe they stab me but leave me for dead in the confusion” or “maybe the orcs take me prisoner so you all can rescue me next week”. Whatever the group decides is cool goes, but you get a say. You make this call before the dice are rolled. You also get one or more fate points, which is nice.

      If you instead push your luck and let them roll, and their attack is more than you can take, you’re done. The rest of the table decides what happens but you don’t get a say beyond what was agreed to in session 0.

      This would also be pretty easy to import into DND or most other systems.