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I completely agree. They are fine as an optional rule, but they are not core BRP in my mind.
I see GM fudging as a tool for dramatic license. Other's don't like it because it allows for GM abuse. At least, I guess that's why they don't like it. The opponents of GM fudging can probably state their case better than I. |
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I am in total agreement that the GM should fudge at times. Otherwise what do you do when say 5 out of your 6 players are having a good night using their skills and everything and then the 6 player does something really stupid that if you played it out would result in the party getting wiped. I think we all seen fools that throw rocks at a T-Rex, insult a Troll Priestess in her fortress, Try to attack a whole Lunar regiment , etc, and one should not punish the rest of the party for the action of one person.
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I'd say that GM fudging is essential, from time to time. I've had carefully worked-out scenarios completely trashed through unlucky GM dice rolls. You have a decision to make: rewrite the scenario on the fly as a result, or fudge/ignore the result. The former can be fun to do, but sometimes the latter is better - as long as its used judiciously and the players are aware that sometimes it will happen to keep the action moving.
Hero/Fate points aren't core BRP, but the Luck Roll, which sort of amounts to a similar thing (but isn't a finite, managable resource) has been there since Ringworld and probably before. Luck Rolls are good and very useful, but require careful moderation to ensure consistency, usually because it requires GM approval. I've come a cropper myself where I've allowed a Luck roll in one situation but disallowed it or not offered it later in the same or similar, just because I've forgotten what I did earlier. Hero/Fate points place that capability in the hands of the players which ensures a certain degree of consistency. And, as a finite resource, players do (or should) think carefully before using them. I use them in MRQ and have used them in a BRP/HQ/Bushido hybrid I ran for Glorantha a few years back. They worked well and weren't abused. I'm a big fan of them. More so than Luck rolls, I think.
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Pray, and pass the ammunition |
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For the record, Luck rolls have been around since RQII. I just mention this because I've read several posts saying that "Luck rolls have been around since..." lately. RQII also had characteristic rolls for all 6 other characteristics introduced. They varied from 1x to 5x the characteristic chosen by the GM, rather than the set 5x on the character sheet in later, simplified BRP implementations.
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Quote:
The original BRP booklet has Luck as a part of the base system, but its figured as POW x5. RQ2 did clarify that different multipliers could be used for the Luck roll, depending on circumstances.
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Pray, and pass the ammunition |
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As I have stated in another thread, I do fudge a little sometimes when killing a character off over a simple mistake would be just too cruel (or sometimes when the dice are just being too contrary, there is a tiny increment of danger and things just GO WRONG, if you know what I mean). I prefer to do it that way because I think the game is more fun when they (the players) can never be sure of a positive outcome. I very rarely fudge, though. Most likely when a simple trap kills a PC or some such. Maybe once a session, sometimes twice. Nothing like the frequency a fate point system would get used. I also think fate points are a perfectly valid option, just not for me. If I were to play in a group that had a GM who used them, I would just disregard them and let fate take its course. I don't see any conflict...unless someone insisted on their use in a game I was running.
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