Generally speaking, Roleplaying Games are games where you
don’t necessarily win or lose. You just move the plot further through either
success or failure. There are many plot devices and narrative tools that a DM
can use to move the plot along, some of these can be shared with the players,
others… not so much.
Today I’d like to talk to you about “fudging dice rolls”
Example:
Dominic: Ok guys the enemy mage fires a fireball, roll me a
dexterity save.
Patrick: ok… 3
Vanessa: Ugh… 6
Jules: I got this… ok, no I don’t…8
Nataniél: 9… oh wait no… that’s a 6
Dominic: ok…
At this point Dominic has a choice to make. He can let the
dice fall as they may, and call the full damage of the fireball on his friends.
Or he can roll the dice and give his friends a chance to regroup and mount a
strategy by calling part of the damage rolled by the dice. You might think “But
why would he do this? Dom needs to put his big DM pants on and roll like he
means it” And in a way you’re absolutely right.
However, like I’ve said before, D&D are games that
revolve around telling a story, and sometimes you may need to help the story
along. Or you just simply don’t want the story to stop. A couple of bad rolls
on the player’s side, and a couple of good rolls on the DM’s side could end
very quickly on a Total Party Kill (TPK), meaning your players would all need
to get their act together, create new characters, make new backstories, and you
would have to explain how these new characters are filling in for the dead
ones. Depending on the type of game you’re playing this means you might have to
change the story a bit, a lot, or not at all. You might want to fudge the roll
only to keep the current game going. You might also want to see how far these
characters can defy the odds
Now, how do you fudge
dice?
Words to live by |
You’re the DM and don’t need to give out explanations for
every roll you make, let’s start with that. Also if you don’t want to use a DM
screen then fudging is out of the question. Let’s see how Dominic handles the
situation:
Dominic: Ok… the mage raises his hand, points a finger at
you, and shoots a small bead of fire towards you. You are all unable to react
in time and the fireball explodes close to where you all are, dealing… (Rolls
3d6 behind the screen, the outcome is 15, which would kill all 4 lvl1
characters) 7 fire damage!
Patrick: Well I’m almost dead, my character only has 1 hit point!
Vanessa: My fighter still has a potion and could probably
cover you guys, but I’m going to need some healing… only 3 HP left
Jules: I’m down to 0 hit points. Shit… do I roll death saves
now or at the end of the round?
Nataniél: Hey wait… I’m a Tiefling, I have fire resistance. He
only does 3 damage to me! I can heal Vanessa with Cure wounds. Just make sure
you hit that mage with all you’ve got before he fires again!
Dominic: Well you guys seem to have things under control
*smiles evilly* Roll me a death save Jules…
So Dominic does not kill the party outright, but he does put
them in a challenging situation that might end up either in a TPK or in an
amazing victory, that depends on what the players decide to do next. As you can
see, fudging dice is simply handling the dice results in such a way that keeps
engaging the players to come up with different strategies and ways to beat the
obstacles that you present to them.
The alternative? Well you could just kill them and narrate
the dramatic events that follow the heroes’ failure to beat the evil mage. In
the end, the decision to fudge or not to fudge the dice roll depends on the
type of game your players want to play. Maybe they specified that they preferred
a more hardcore experience, where all traps are deadly and every single room has
at least one vampire in it. If this is the case, then by all means, roll every
single dice in front of them and watch them fall like flies.
Thanks for reading
No comments:
Post a Comment