[net.games.frp] Fudging die rolls

js2j@mhuxt.UUCP (sonntag) (07/13/84)

     Someone mentioned recently that they thought that it was unethical for
a DM to fudge die rolls.  I agree with this, and have always managed to 
avoid it, until I ran into a reocurring problem recently.  I DM a mid-low
level campaign in AD&D; we use a system where a natural 20 counts for
double damage.  What am I supposed to do when the party is in melee with
a group of monsters which should be reasonably easy for the party to defeat
and I find that I can roll nothing but 18,19, and 20 for "to hit" rolls?
I've met this problem several times now, (never when I'm playing, only 
when I'm DMing), and every time I end up nearly destroying the party with
monsters which the party could normally be expected to wipe up the floor
with.  
	So, when I get to the point where ~1/3 of the party is dead and 
the rest have ~10% of their hit points left, I've started to fudge the
die rolls, telling the party that they were missed when in fact I had just
rolled very high numbers.  Don't get me wrong,  I don't mind killing off
an entire party if they do something VERY stupid.  What I do mind, however,
is having the dice become so out of whack that four zombies slaughter
an entire nicely balanced party of five third to fourth level types.

	I've even gone to the point of switching my d20's with the party's
in hopes that they would then get the high rolls, but it doesn't seem to 
help; I just roll consistently high with their dice then.

	Has anyone had this problem?  Has anyone found a solution?  Or a
cause?  I've begun to suspect that I have some kind of subconscious
telekinetic ability which operates in just the opposite way of what I
want. :-)   This theory is borne out by the fact that when I am playing
instead of DMing, I can roll low almost as consistently.

		Jeff Sonntag
	

mwm@ea.UUCP (07/16/84)

#R:mhuxt:-20700:ea:3600005:000:808
ea!mwm    Jul 15 22:09:00 1984

No, I've never had the problem of consistently bad rolls for a party.  I
have fudged dice for the party before (never, never, never fudge dice
against the party - monster actions, maybe, but not dice. It is indeed
unethical). The situation I ran into was the "impossible encounter" (you
want to know the probability of rolling 4 consecutive 6's?) for a parties
first encounter. If they had met the dragon, they would have been dead. I
knew, and they would have known it. I threw the roll out, and rolled again.

Those are really the only conditions I will fudge dice on: the party is
about to get screwed by something incredibly unlikely. If it would have
been a win for them to meet the dragon, or if they had been wondering
around for a while and had had some other encounters, I'd have let it by.

	<mike

elt@astrovax.UUCP (Ed Turner) (07/16/84)

The opinion has been expressed that it is cheating for the DM to fudge die
rolls.  Not being an AD&D player I cannot directly comment in a sense but
assuming an AD&D DM to be perfectly analogus to a Traveller Referee (with
which I am familiar), I would strongly disagree and argue that it is poor
refereeing (or DMing) to let the dice rule when the game would be improved
by direct decisions.

My view of refereeing is that it is quite similar to entertaining; it is
the referee's responsibility to see that the players have as much *fun*
as possible.  For a sophisticated group of players this requires a
"realistic" fantasy universe in which bad things can and sometimes do go
wrong.  Thus, the requirement does not necessarily mean taking it easy on
the players.  From this perspective, die rolls are simply a tool for the
referee to use as needed.  Their primary advantage over straight referee
decisions is that they introduce an element of real randomness which is
very hard to produce without some mechanical aid (try making up a long list
of truly random numbers some time).  This insures neutrality and saves
time; refereeing would certainly be much more difficult without some sort
of random numberr generator.  Nevertheless, when a very lucky or unlucky
roll or series of rolls threatens to ruin a game, I see no reason for the
referee not to ignore or circumvent them.  More rarely a game may be
improved by some very unlikely outcome (i.e., most good adventure yarns
have at least one or a few strange coincidences or unlikely successes
buried in their plots), and again the referee's guidance can make all the
difference between a dull situationand a breath taking one.  Of course,
the more subtly the referee can intervene the better the effect; the
players should never suspect if that can be managed.

In summary, forbidding a referee (DM) to over rule die rolls is like
forbidding a stage magician from distracting the audience.  It makes
for a fairer but poorer show.

Ed Turner
astrovax!elt

berry@zinfandel.UUCP (Berry Kercheval) (07/16/84)

I've played with a DM who I am SURE fudged his rolls, but no-one minded
(mound?) because the game was fun and interesting.  He denied fudging, and it
was hard to tell, since of course the tables, etc. for his dungeon were
'secret', and he developed the habit of always rolling the dice.
Me:	"Healy swings at the sand-worm"
Mark:	(rattle rattle) "He hits -- 276 points damage with that +7 power-
	sword --  it dies"
Me:	"Austin casts 'cure light wounds'"
Mark:	(rattle rattle) "OK, everyone is cured except FroBozz"
Me:	"Hey, Mark, want another beer?"
Mark:	(rattle rattle) "Yeah, and get some more pretzels while you're up"

I did get a bit annoyed when later on, Austin drank some 'magic coffee' and
wound up going from fourth level lawful-neutral MU to 21st level chaotic
evil undead lich.  (Austin was promptly declared a NPC and lost interest in the
party)  But \I/ rolled the percentile dice for the Magic Coffee table --
four double-zeros in a row.  My own fault, I guess.....

Berry Kercheval		Zehntel Inc.	(ihnp4!zehntel!zinfandel!berry)
(415)932-6900

mr-frog@sdcsvax.UUCP (07/17/84)

<>

I think that fudging die rolls in order to harm players is
*incredibly* crass.  However, a bit of niceness can always be
excused, as long as you don't have to continually do it.

How to fix your problem?  Get rid of the double-damage-on-a-twenty
rule.  I mean, 20's are nice, but what do double-damage rules really
add to the game?  All I can see is simply more unpredictability; another
factor tossed in that really doesn't need to be there.  You could also
get rid of any "fumble" rules you may have while you are at it (to
balance things out).  


Dave Pare

[ucbvax | dcdwest]!sdcsvax!mr-frog

dave@uwvax.ARPA (07/17/84)

I also have been known to fudge die rolls when the dice have been
particularily random (i.e. not rolling anything close to what was
needed to move the game in the direction I wanted).  There are a
number of reasons for the screen for a DM, and this seems like a
good one.  Not that I fudge rolls often, I have been frustrated many
times when a certain encounter should pose a problem for the party,
but my dice roll nothing but low numbers, making the encounter a
total flop (what do you do when your mage needs a 2 to make his saving
through and rolls a 1, thus getting silenced(!) by the party's lower
level magician?).

-- 
Dave Cohrs @ wisconsin
...!{allegra,heurikon,ihnp4,seismo,ucbvax,uwm-evax}!uwvax!dave
dave@wisc-rsch.arpa

brad@ut-sally.UUCP (Brand @ Institute for the Denial of Reality, N.E.) (07/18/84)

There is a saying among trial lawyers:

"Never ask a question unless you are already SURE of the answer"

For DM/GM's that should be

"Never roll the dice unless you're sure the outcome is acceptable"

Brad Blumenthal   {No reasonable request refused}
{ctvax,ihnp4,harvard,gatech,seismo}!brad@ut-sally

brianp@shark.UUCP (Brian Peterson) (07/18/84)

"Don't become a slave to the dice"   Righto!


"Let's play DnD!"
"Ok.  Once upon a time, Fnord, the blacksmith's son, went out to seek his
fortune.  The clod fell off a rickety wooden bridge and died."

"Oh, well.  So much for DnD.  Wanna play tiddly winks?"
or
"All of a sudden, he wasn't really dead any more, climbed back onto
the bridge, and went on."

			Brian Peterson,   tektronix!shark!brianp

srt@ucla-cs.UUCP (07/20/84)

  I think the current trend in FRP games is toward reducing the effects of
dice on the outcome of the game.  Typically this is done in two ways:

  1. Increase the frequency and diminish the importance of die rolls (as
     in, for instance, RQ!).  This allows the Law of Large Numbers a
     chance to take effect.

  2. Eliminate die rolls.  I don't think any commercially available games
     take this route for marketing reasons (i.e., hard to convince a Rug
     Rat to buy a game that requires thought), but a number of systems have
     been presented in fanzines such as Alarums and Excursions that take
     this approach:  hit-point-less systems and so on.

  I don't currently play any ``live'' FRP, but in the PBM game I DM, I don't
use dice at all.  My goal as a DM is to create an exciting, involving
fantasy adventure.  If dice could help me do this, I would gladly use them,
but I find that my native creativity provides me with more than enough
material.

  I think dice are primarily used because of the time constraints involved
in real-time FRP.   They are simply a convenient and quick short cut.  Viewed
this way, it is clear that the DM should discard any die rolls he doesn't
particularly like.  To put it another way, if the outcome of an action is
important, don't relegate it to a die roll: adjudicate it.

  I don't want to be a snob, but if, as some comments seem to indicate, you
are doing random generation of monsters and treasure and so on (caught in
the EGG paradigm) then you might want to try abandoning that style of play.
It is more difficult, but equally more rewarding, to play in a game that
has been carefully thought out, rather than randomly generated.

					-- Scott Turner

nathan@mit-eddie.UUCP (Nathan Glasser) (07/22/84)

<For the intellect devourer>

In response to the article about the blank dice used by the DM, I would like
to tell what my DM often does. When a player wants to disbelieve something,
the DM picks up a pair of percentile dice and rolls them, all the time
looking the player straight in the face, and declares, "It's still there..."

				Nathan Glasser
				..genrad!mit-eddie!nathan
				..decvax!yale-comix!nglasser

dave@uwvax.ARPA (08/01/84)

> An example, in case you don't believe me:
> >10 orcs surprise the party. The MU and one thief are unconscious. The party
> gets the initiative. The remaining thief climbs up to the ceiling, and hangs
> there. The two fighters kill the orcs, sustaining no damage.

Have you considered more challenging monsters?  Also, try separating the
party, or get a turncoat NPC in their midst (humans are a *much* more
challenging monster, more challenging (read fun) to play for the DM too).
Hitting isn't everything.  Also, why didn't the orcs throw things at
that thief?  From his place on near ceiling, he couldn't have his
dexterity as he was busy hanging onto the wall.  Also, he must have had
his back to the orcs.  Easy bate, and not the position I like my
thieves in...

-- 
Dave Cohrs @ wisconsin
...!{allegra,heurikon,ihnp4,seismo,ucbvax,uwm-evax}!uwvax!dave
dave@wisc-rsch.arpa