3 ms·
I'll usually fudge at least a few dice rolls as a DM depending on how the game or encounter's going as the situation requires. If I roll a bunch of crits in a r
by grawprog 7y ago
I'll usually fudge at least a few dice rolls as a DM depending on how the game or encounter's going as the situation requires. If I roll a bunch of crits in a row for example, i'll maybe just call it one instead a bunch, maybe that wasn't a one hit kill when it should have been, stuff like that. If it's too random it usually stops being fun for everyone. It's a really hard balance though you don't want the players to be frustrated, but you don't want them to feel like their cheesing through the game.
For dungeons at least i try to go for that nethack or metroidvania vibe of slowly going deeper while your supplies and health dwindle, so each encounter needs to be considered more as they get deeper.
Above world adventures I try and let them be more free in their decisions but keep the consequences a bit higher for things.
I've yet to play any computer or console rpgs that really come close to the feeling of playing a good d&d game, even the ones that heavily use the rules. Nwn online came close, but those typically had human DMS the single player game was fun, but even on coop, still wasn't really like playing dnd without a DM player.
- dhosek 7y agoI remember one looking through the rule book for a Buffy the Vampire Slayer RPG which had an interesting concept: players had a certain number of "plot points" (I forget exactly what they called them) which allowed them to overturn an unfortunate die roll. It was based on the idea that in the TV show, the main characters would often manage to get out of a tight spot through well-timed luck.