Dungeon Master culture is knowing the next attack will almost definitely knock a PC, but making it anyway. While internally screaming and praying for a nat 1.
The DM trick that solves both problems is cheating but never getting caught.
(You can tell that I’m the collaborative-storytelling sort of person. If the outcome of a dice roll would make everyone have less fun, why use that outcome?)
Dungeon Master culture is knowing the next attack will almost definitely knock a PC, but making it anyway. While internally screaming and praying for a nat 1.
Or doing your best to cut your PCs a break so they don’t get wiped, but they still can’t get a roll higher than a 6…
As a player, I hate the feeling that the DM is nerfing an encounter. As a DM, I hate the feeling that I’m steamrolling the players.
I’m a complicated person.
The DM trick that solves both problems is cheating but never getting caught.
(You can tell that I’m the collaborative-storytelling sort of person. If the outcome of a dice roll would make everyone have less fun, why use that outcome?)