Glaze at the result but donut turnover the die, it will fudge your rolls
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I don't agree but I like the meme, upvoted!
Depends heavily on what you and your players want out of the game. In all the campaigns I've been in the focus has been storytelling and character growth, so having a character die to some random happening would be counterproductive.
There have been situations within those campaigns where we've done things knowing that character death was a possibility, though, and in those cases we've carried through if the dice fell that way. The key is having buy-in from both player and DM on those particular moments of risk. Even a regular combat could turn into one of those if the player decides to press forward into danger.
If my players need plot armor, they can spend their hero points on it.
Fudging removes the joy of surprises and working through failures, or is a band aid to poor planning if failure isn't an option.
I'm a first time DM and I struggle with this a lot haha. There are times where I feel a roll is appropriate, so I do it, and whatever is supposed to happen fails, then I realize.. "what the hell is supposed to happen if that doesn't work?" so it just kinda happens anyways.. IDK if my players have caught on..
I learned in my first adventure that what I've prepared to happen might just be stupid and unrealistic, so I'm never too attached to it. If the dice say it doesn't happen, they know better than me, so I just toss it. If I lie about the dice to make it happen anyway, I'm making a worse experience for everyone.
If a failure means a path is unavailable, see if you can open up a different path. If there are no other paths, just let them have this one for free.
You could just skip the roll, because if failure is unacceptable then it isn't appropriate.
That's where my problem comes from. I'm not experienced enough to know immediately where failure is acceptable or not; rather, I don't always have backup plans or ideas for when things that should be able to fail, fail. So I roll, and it fails, and it should fail, but I've got no idea what happens when it does. So it doesn't fail.
I think I'm getting better at improv-ing events and making backup plans. It's still difficult for me to find the balance between the story I want to tell/ have prepared vs the story that my players wind up creating, but checking in with my party here and there tells me everyone's having fun and only rarely does anyone feel gipped or abused by dice rolls.