
|
|
|
|
|
|
|
|
|
|
|
|
In many situations it is
correct and fun to have the players dice such things
as melee hits or saving
throws. However, it is your right to control the dice
at any time and to roll
dice for the players. You might wish to do this to
keep them from knowing some
specific fact. You also might wish to give
them an edge in finding
a particular clue, e.g. a secret door that leads to a
complex of monsters and
treasures that will be especially entertaining.
You do have every right
to overrule the dice at any time if there is a
particular course of events
that you would like to have occur. In making
such a decision you should
never seriously harm the party or a non-player
character with your actions.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
Examples of dice rolls which
should always be made secretly are:
There
will be times in which the rules do not cover a specific action that a
player will attempt. In
such situations, instead of being forced to make a decision,
take the optoin to allow
the dice to control the situation. This can
be done by assigning a reasonable
probability to an even and then letting
the player dice to see if
he or she can make that percentage. You can
weigh the dice in any way
so as to give the advantage to either the player
or the NPC, whichever seems
more correct and logical to
you while being fair to
both sides.
Now and
then a player will die through no fault of his own. He or she will
have done everything correctly,
taken every reasonable precaution, but
still the freakish roll
of the dice will kill the character. In the long run you
should let such things pass
as the players will kill more than one opponent
with their own freakish
rolls at some later time. Yet you do have the right
to arbitrate the situation.
You can rule that the player, instead of dying, is
knocked unconscious, loses
a limb, is blinded in one eye or invoke any
reasonably severe penalty
that still takes into account what the monster
has done. It is very demoralizing
to the players to lose a cared-for-player
character when they have
played well. When they have done something
stupid or have not taken
precautions, then let the dice fall where they
may! Again, if you have
available ample means of raising characters from
the dead, even death is
not too severe; remember, however, the constitution-
based limit to resurrections.
Yet one die roll that you should NEVER
tamper with is the SYSTEM
SHOCK ROLL to be raised from the dead. If a
character fails that roll,
which he or she should make him or herself, he or
she is FOREVER DEAD. There
MUST be some final death or immortality will
take over and again the
game will become boring because the player
characters will have 9+
lives each!
Q: My players want
to roll their own dice.
Do I have to let them?
A: No. The DM is free
to establish whatever
"table rules" he wishes.
Most players
will enjoy the game more,
however, if they
are allowed to make their
own die rolls. If
you are worried about cheating,
you can
still allow players to make
their own rolls
but require any roll to
be witnessed by at
least two other players.
(121.14)
THE FORUM
I feel compelled to respond
to an idea that has
circulated in recent forum
articles, and has now
been championed by Frank
Mentzer
(DRAGON issue #101).
This idea is that somehow
for a campaign to be fun,
the DM must
cheat on his die rolls. As
Mr. Mentzer put it, ?I
make up results regularly,
to keep the game fun.?
(DRAGON #101, p. 17.)
I contend that DM
cheating does not make a
game more fun; quite
the contrary, it makes the
game less enjoyable for
the players.
The type of cheating that
Mr. Mentzer con
dones is the type in which
the DM is a nice guv.
The DM is nice because he
cheats to help out the
characters. Instead of killing
the PC, the DM lets
the PC live by cheating on
his (the DM?s) die
rolls.
But Mr. Mentzer erroneously
states that this is
more fun. First of all, this
type of campaign all
too easily degenerates into
the type of campaign
where players don?t fear
death. The players do
incredibly stupid acts, knowing
that the DM will
save them. While this may
be some fun initially,
it quickly wears thin.
Furthermore, when a DM cheats
to help
players, it is not nearly
as much fun for the better
players. Typically the DM
will end up helping
the players whose characters
deserve to die.
Therefore, the better players
don?t get the benefit
of their superior play. It
also stifles creative
solutions to problems that
players find themselves
in. Instead of relying on
their wits, the players
learn to rely on the DM?s
?kindness? to save
their characters. Additionally,
the poorer players
won?t ever learn that their
poor play would hurt
their characters. Without
the sharp lesson of
death, the DM can?t show
the players that foolishness
has its own reward.
Perhaps the worst result of
DM cheating is that
the players? victories are
tarnished. It?s not
difficult for players to
comprehend when they slay
the dragon and they only
have one hit point left
that perhaps the DM had something
to do with it.
This can only take away from
the players? fun
and their sense of accomplishment.
Besides being less fun for
the players, cheating
DMs are cheating themselves.
If a DM knows
that his players will survive
every encounter,
there?s no sense of excitement
for the DM. If the
DM has a truly tough encounter
for a special
item, and the DM knows it?s
a fair battle, then
it?s just as exciting for
the DM as it is for the
players. And it?s not all
that difficult to make
balanced encounters. Mr.
Mentzer?s excellent
article ("Plan
it by the numbers," issue #101) is a
great aid for the DM. If
the DM is worried that
an encounter is too tough,
he can always playtest
it beforehand. DMs should
put in the extra time.
This will let the players
and the DM have more
fun, and more unpredictable
and exciting times
will be had by one and all.
Thomas E. Wolff
Edina, Minn.
(Dragon
#103)
Quote:
Originally Posted by Storm
Raven
Too true. Often I have found
when I am DMing that the solution for a game session that is in danger
of becoming stalled is to simply say "roll initiative".
Okay, but...
You neglected to add "or
die!" after "roll initiative..." <paranoid>
GaRY
Quote:
Originally Posted by Nikosandros
Indeed you're far too lenient...
P.S.
Just kidding... I agree
on the second save.
As a matter of fact I really
hate to see players that are doing things well, thinking, having their
PCs interact as a group, with the environment, lost their characters because
of bad luck, sheer chance. I will do my best as the DM to see that does
not happen, save to a PC that is better off eliminated, a new and better
one then created to take his place. That is rare...
Cheers,
Gary
Quote:
Originally Posted by airwalkrr
I can't restrain my morbid
curiosity. Do any particular cases come to mind from your campaigns, Gary?
What do you consider a PC "better off eliminated?" An overpowered one?
An underpowered one? An annoying one? All of the above/other?
The most obvious sort is
the PC that had wretched stats to begin with and in the course of adventuring
lost even more due primarily to chance, not bad play.
I do indeed find over-powered and badly played PCs annoying, so if the player with such a character foolishly allows his PC to get into a situation where loss of potent magic itesm, levels, and/or life can occur, the dice are rolled in the open; whatever occurs from the result syands without and "judge fudge" to prevent it.
Gary
*template***template*