Author Topic: Cheating and Munchkins  (Read 25226 times)

Offline veekie

  • Spinner of Fortunes
  • Epic Member
  • ****
  • Posts: 5423
  • Chaos Dice
    • View Profile
Re: Cheating and Munchkins
« Reply #40 on: November 18, 2012, 12:38:37 PM »
I'm not sure why there is even a case for cheating not mattering at all

When you play a game, there are rules. This is universal to all games, including improvised theater. Rules define what happens on a given decision, and the degree of control over other players.

In RPGs, the rules describes the setting and mediates between all interactions. The GM, additionally, gains arbitrator powers. Thus the GM is empowered by the rules to generate events and add onto the rules set. The GM is also provided the position through group consensus, when an event occurs which the rules do not cover satisfactorily, he generates or abolishes rules within the powers granted by the rules. Arbitration can happen instantly and even covertly(usually with Plot Magic, a rule may be in place which the players do not necessarily know of).

Cheating here is for starters, ignoring the rules everyone else is playing by. Grabbing hold of a rope and skidding between buildings to kick the enemy in the face is a rule arbitration, where you declare intent, the arbitrator determines a means of resolution(including "yeah that's cool, it works"), and then resolution is performed. This is not cheating.
Getting hit and then just erasing damage when nobody's looking? That's cheating. If it was asked and resolved by an existing mechanism("Hey, GM, can I heal 50 damage?" "Right, your god performs a miracle and the damage is gone"), it's done within the agreed framework, regardless of whether its a good idea.
If the rules are loose(Everybody is John, FATE, MAID, etc), then it is STILL within the rules, which includes "you can do X unless Y". In these games you can still violate rules, they do not generally allow for uncontested control of another player character("I glare at Jim's character and he dies." is illegal even by those rulesets), which would be cheating.

The critical parts are information, arbitration and respect.
The group SHOULD be informed when something outside the established resolution conditions is performed. If an action is not declared, it does not happen. The game itself is an mediator for declarations.
By bypassing arbitration according to the rules, or a rules defined authority, the game itself is undermined. When you play a game you have chosen to follow the rules. Not following the rules means you are not playing.
Respect is the final blow, by undertaking the above violations it means you violate the trust between the group to play the game. You undermine the choices they make. You in turn do not even trust them enough to ask before doing it.

Competitiveness has nothing to do with it. Optimization has nothing to do with it. Playing style has nothing to do with it. A cheater is not playing the game at all. It is objectively bad for the game.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline Shadowknight12

  • Full Member
  • **
  • Posts: 155
  • Cold
    • View Profile
Re: Cheating and Munchkins
« Reply #41 on: November 18, 2012, 01:24:27 PM »
Emphasis mine. A player writing down +10k isn't cheating if it's agreed that it's ok to do so. If you catch a player cheating and choose to allow it, he still cheated, but you are choosing to alter the rules to allow it.

Unbeliever already made those points and I accepted them. Cheating is not cheating if you're okay with it, so cheating is by definition a bad thing because it's only cheating if you're not okay with it. So if you're not okay with it, cheating is not okay.

I disagree with the implication that enjoying CharOp is an intrinsically competitive pursuit.  Shadowknight seems to be saying that, if I play an optimized character with other optimized characters, then my enjoyment is contingent on "trumping" the other players.  Generally, if the party is full of optimizers, then we should be focusing on different areas of expertise.  If the party consists of a GOD Wizard and a Druid-zilla before I make my character, then I should be looking at something like a Diplomancer Skillmonkey, Uber-Charger DPR, or other niche that hasn't been covered.  If my goal were to consistently outshine another character at their own area of expertise, then I would be a dick.

You're thinking of adversarial competition. I repeatedly referred to cooperative competition (I even defined it and gave examples of it twice). In cooperative competition you're not competing against, you're competing along. The examples you're giving here (wanting to consistently outshine another character at their own area of expertise) is adversarial competition, because you're competing against a fellow player and not along them.

Quote
To go to a metaphor, because I'm stuck on those lately...

If I hold a pot luck dinner and ask everyone to bring their best dish, I have not initiated a competition.  If one person announces that they will make a homemade pizza, and another person decides to make a better pizza specifically to trump the first person out of some personal grudge, then the "trumper" is probably just a catty bitch.  The equivalent to a "munchkin" (as perceived by the denizens of this board) would be someone who shows up without a dish, orders a pizza, sticks the host of the party with the bill, and mocks the effort that the other guests put into their dishes.

If you hold that pot luck dinner and then tell everyone that a certain level of culinary proficiency will be expected, you are engaging everyone in cooperative competition, because they must all reach a certain level of competence in order to satisfy an objective goal. If everyone's allowed to bring any dish they want, from some microwave macaroni and cheese to a bona fide soufflé, and everything is equally okay, then yes, there's no form of competition there. But if you ask them (or implicitly expect) them to bring something on par with a homemade pizza, then you're setting a standard that everyone must compete to reach. Again, they're not competing against anybody, but along everybody.

I'm not sure why there is even a case for cheating not mattering at all

When you play a game, there are rules. This is universal to all games, including improvised theater. Rules define what happens on a given decision, and the degree of control over other players.

In RPGs, the rules describes the setting and mediates between all interactions. The GM, additionally, gains arbitrator powers. Thus the GM is empowered by the rules to generate events and add onto the rules set. The GM is also provided the position through group consensus, when an event occurs which the rules do not cover satisfactorily, he generates or abolishes rules within the powers granted by the rules. Arbitration can happen instantly and even covertly(usually with Plot Magic, a rule may be in place which the players do not necessarily know of).

Cheating here is for starters, ignoring the rules everyone else is playing by. Grabbing hold of a rope and skidding between buildings to kick the enemy in the face is a rule arbitration, where you declare intent, the arbitrator determines a means of resolution(including "yeah that's cool, it works"), and then resolution is performed. This is not cheating.
Getting hit and then just erasing damage when nobody's looking? That's cheating. If it was asked and resolved by an existing mechanism("Hey, GM, can I heal 50 damage?" "Right, your god performs a miracle and the damage is gone"), it's done within the agreed framework, regardless of whether its a good idea.
If the rules are loose(Everybody is John, FATE, MAID, etc), then it is STILL within the rules, which includes "you can do X unless Y". In these games you can still violate rules, they do not generally allow for uncontested control of another player character("I glare at Jim's character and he dies." is illegal even by those rulesets), which would be cheating.

Yes, cheating is only cheating if you're not okay with it. When you're okay with cheating, it's no longer cheating and instead gets a new name ("rules arbitration," "houseruling," etc). Cheating is not okay because it's only cheating if you're not okay with it.

Offline sirpercival

  • Epic Member
  • ****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Cheating and Munchkins
« Reply #42 on: November 18, 2012, 01:44:45 PM »
Yes, cheating is only cheating if you're not okay with it. When you're okay with cheating, it's no longer cheating and instead gets a new name ("rules arbitration," "houseruling," etc). Cheating is not okay because it's only cheating if you're not okay with it.

I think this is a bit of an oversimplification of veekie's stance.  Cheating is only okay if the DM is okay with it.  Since the DM is the rules arbiter and source, if the DM is okay with it implicitly or explicitly, then it's not cheating because then it's an explicit or implicit part of the ruleset.

Now, since the DM has to manage the fun-levels of the other players, the DM shouldn't usually be okay with it if the other players aren't okay with it.
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline Jackinthegreen

  • DnD Handbook Writer
  • ****
  • Posts: 6176
  • I like green.
    • View Profile
Re: Cheating and Munchkins
« Reply #43 on: November 18, 2012, 01:46:23 PM »
I don't think most people would really want to call D&D competitive even though every single encounter can be called a competition by definition (definition being "to strive to outdo another for acknowledgment, a prize, supremacy, profit, etc.; engage in a contest; vie: to compete in a race; to compete in business.")  The reason is there's a certain weight to the word competition that inclines people to shy away from using it when talking about tabletop games and certain aspects of video games and such.  It's a bit hypocritical of course to say things meant for fun can't be competitive since major sports qualify for that, but that's how it is.

The people on this board also had a rather bad experience with a former poster who was the kind of player that only saw D&D as competitive and even went so far as to say if others didn't play with that view in mind they were doing it wrong.  Bringing up even the slightest hint of D&D being competitive brings up "bad mojo" so to speak, and it'll take some time for our hard heads to soften up to a moderate view of competitive D&D in light of that.  However, butting heads will only serve to crack skulls so we need to make sure things don't get out of hand (and they thankfully haven't much from what I can see).

Offline veekie

  • Spinner of Fortunes
  • Epic Member
  • ****
  • Posts: 5423
  • Chaos Dice
    • View Profile
Re: Cheating and Munchkins
« Reply #44 on: November 18, 2012, 02:08:39 PM »
Yes, cheating is only cheating if you're not okay with it. When you're okay with cheating, it's no longer cheating and instead gets a new name ("rules arbitration," "houseruling," etc). Cheating is not okay because it's only cheating if you're not okay with it.

I think this is a bit of an oversimplification of veekie's stance.  Cheating is only okay if the DM is okay with it.  Since the DM is the rules arbiter and source, if the DM is okay with it implicitly or explicitly, then it's not cheating because then it's an explicit or implicit part of the ruleset.

Now, since the DM has to manage the fun-levels of the other players, the DM shouldn't usually be okay with it if the other players aren't okay with it.
Exactly. This is done in the rules. It's declared. The rules define that the DM intervenes where the rules don't do what the group wants. This is different from doing something with no declaration, and where the rules do not allow for it.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline FlaminCows

  • Hero Member
  • ***
  • Posts: 600
  • Push that button. Doo eeet.
    • View Profile
Re: Cheating and Munchkins
« Reply #45 on: November 18, 2012, 08:25:29 PM »
You're thinking of adversarial competition. I repeatedly referred to cooperative competition (I even defined it and gave examples of it twice). In cooperative competition you're not competing against, you're competing along. The examples you're giving here (wanting to consistently outshine another character at their own area of expertise) is adversarial competition, because you're competing against a fellow player and not along them.

If you hold that pot luck dinner and then tell everyone that a certain level of culinary proficiency will be expected, you are engaging everyone in cooperative competition, because they must all reach a certain level of competence in order to satisfy an objective goal. If everyone's allowed to bring any dish they want, from some microwave macaroni and cheese to a bona fide soufflé, and everything is equally okay, then yes, there's no form of competition there. But if you ask them (or implicitly expect) them to bring something on par with a homemade pizza, then you're setting a standard that everyone must compete to reach. Again, they're not competing against anybody, but along everybody.

Since that is the last point that hasn't been covered here, I'll explain why people aren't getting what you're saying: how you're using the word is completely different from what it means here.

com·pete  /kəmˈpēt/
Verb: Strive to gain or win something by defeating or establishing superiority over others who are trying to do the same.


That's what the word means here. It might mean something different where you come from, but what you call co-operative competition is not understood to be a competition at all in... well, any place I've ever been to. That's why people are confused by you calling it a competition. What you call a "co-operative competition" is just called "a set standard".

Offline Nytemare3701

  • DnD Handbook Writer
  • ****
  • Posts: 1657
  • 50% Cripple, 50% Awesome. Flip a coin.
    • View Profile
Re: Cheating and Munchkins
« Reply #46 on: November 18, 2012, 09:51:53 PM »
Yes, cheating is only cheating if you're not okay with it. When you're okay with cheating, it's no longer cheating and instead gets a new name ("rules arbitration," "houseruling," etc). Cheating is not okay because it's only cheating if you're not okay with it.

I think this is a bit of an oversimplification of veekie's stance.  Cheating is only okay if the DM is okay with it.  Since the DM is the rules arbiter and source, if the DM is okay with it implicitly or explicitly, then it's not cheating because then it's an explicit or implicit part of the ruleset.

Now, since the DM has to manage the fun-levels of the other players, the DM shouldn't usually be okay with it if the other players aren't okay with it.
Exactly. This is done in the rules. It's declared. The rules define that the DM intervenes where the rules don't do what the group wants. This is different from doing something with no declaration, and where the rules do not allow for it.

As soon as it is approved by the DM (as he is the one writing the rules) it ceases to become cheating. That's kind of the crux of the whole thing, isn't it?

Offline Kasz

  • Hero Member
  • ***
  • Posts: 574
  • The God-Emperor protects, the Omnissiah provides.
    • View Profile
Re: Cheating and Munchkins
« Reply #47 on: November 19, 2012, 05:26:16 AM »
Cheating can remove some of the... experience... the 'reward'.

I don't mean bonus exp, I mean... lets say you have an epic duel and you're knocked off a cliff and you manage to grab onto a branch... your friend then flies down and pulls you to the top of the cliff for you to finish your duel and win.

You think... "wow, epic... that was a really good story telling experience" then you happen to glance at your friend's spell-list OOC and realise he doesn't know "fly" so you ask.

"Oh yeah, well my character doesn't know of the spell but I thought it'd be really useful and you'd die if I didn't"

He's not cheated for his own gain... he's cheated for the good of the party... but it's cheapened the experience. It's no longer an epic story of the Duel that was almost a loss... it's a story of that one time he cheated.

In my eyes it's the same as a DM who will not punish his players for fighting Adult Dragons at level 1. If you tell them 50 times to turn back and suggest they'll die and they die... then they die... having DM Fiat save the day babysits them and trivializes challenges. Having players do the same is just that... the same.

Offline Unbeliever

  • Legendary Member
  • ****
  • Posts: 2288
  • gentleman gamer
    • View Profile
Re: Cheating and Munchkins
« Reply #48 on: November 19, 2012, 09:46:24 AM »
^ this is a really nice point.  Cheating can be bad the same way DM fiat can be bad. 

Offline Shadowknight12

  • Full Member
  • **
  • Posts: 155
  • Cold
    • View Profile
Re: Cheating and Munchkins
« Reply #49 on: November 19, 2012, 11:37:47 PM »
I think this is a bit of an oversimplification of veekie's stance.  Cheating is only okay if the DM is okay with it.  Since the DM is the rules arbiter and source, if the DM is okay with it implicitly or explicitly, then it's not cheating because then it's an explicit or implicit part of the ruleset.

Now, since the DM has to manage the fun-levels of the other players, the DM shouldn't usually be okay with it if the other players aren't okay with it.

That's... what I said. I uh, can't see the difference between what I said and what you're saying. Maybe I just made unspoken assumptions in my post that I should've clarified.

I don't think most people would really want to call D&D competitive even though every single encounter can be called a competition by definition (definition being "to strive to outdo another for acknowledgment, a prize, supremacy, profit, etc.; engage in a contest; vie: to compete in a race; to compete in business.")  The reason is there's a certain weight to the word competition that inclines people to shy away from using it when talking about tabletop games and certain aspects of video games and such.  It's a bit hypocritical of course to say things meant for fun can't be competitive since major sports qualify for that, but that's how it is.

The people on this board also had a rather bad experience with a former poster who was the kind of player that only saw D&D as competitive and even went so far as to say if others didn't play with that view in mind they were doing it wrong.  Bringing up even the slightest hint of D&D being competitive brings up "bad mojo" so to speak, and it'll take some time for our hard heads to soften up to a moderate view of competitive D&D in light of that.  However, butting heads will only serve to crack skulls so we need to make sure things don't get out of hand (and they thankfully haven't much from what I can see).

Ahhhhh, that makes perfect sense. I now see why everyone was so oddly defensive about it. There's nothing wrong with competition. As you say, it's perfectly okay to be a sports fan, a great deal of videogames or tabletop games are all about adversary competition (and that's okay), and RPGs usually support all kinds of playstyles, from the non-competitive to the different types of competition. There's nothing inherently wrong with deriving enjoyment from competition. The word does get demonised fairly often, but my approach to the subject is more or less that every problem that competition has been blamed for is really just a matter of one or more people placing their goals above the physical or emotional wellbeing of others. I think that playing games competitively is okay. And it's just as okay to play them non competitively.

Since that is the last point that hasn't been covered here, I'll explain why people aren't getting what you're saying: how you're using the word is completely different from what it means here.

com·pete  /kəmˈpēt/
Verb: Strive to gain or win something by defeating or establishing superiority over others who are trying to do the same.


That's what the word means here. It might mean something different where you come from, but what you call co-operative competition is not understood to be a competition at all in... well, any place I've ever been to. That's why people are confused by you calling it a competition. What you call a "co-operative competition" is just called "a set standard".

Yeah, Jackinthegreen clarified that for me. However, I think that A) Competition is okay regardless of whether it's a set standard or not (that is, there's no need to say "competition is okay because it's a set standard", it should be "competition is okay because there's nothing inherently wrong with it"), and B) Even if something is a set standard in a place, there should be room to discuss and regard other playstyles as equally valid. For example, while I understand the backlash against adversary competition, I personally don't have a problem with it and I think that the playstyle of a group who engages in adversary competition is just as valid and worth listening to or taking into consideration as the "set standard"; and on the other side, groups that do not engage in any form of competition and who also do not follow the set standard, should be treated in the same way.

In short, what I'm trying to say is that it really shouldn't matter (in my opinion) if a playstyle is seen as the set standard or not, because that usually tends to be used elsewhere (I haven't seen it here yet) as an excuse to dismiss discussions, concerns or valid points raised, under the rationale that "if he or she doesn't play the way I play (i.e., doesn't fit the set standard), their opinions don't hold the same weight or deserve the same attention as anybody else's." Which is a shame, really, because segregation and alienation tend to do more harm than good in our hobby as a whole (see: my constant repetition that we as gamers and hobbyists have to stick together rather than bickering over minor differences).

Cheating can remove some of the... experience... the 'reward'.

I don't mean bonus exp, I mean... lets say you have an epic duel and you're knocked off a cliff and you manage to grab onto a branch... your friend then flies down and pulls you to the top of the cliff for you to finish your duel and win.

You think... "wow, epic... that was a really good story telling experience" then you happen to glance at your friend's spell-list OOC and realise he doesn't know "fly" so you ask.

"Oh yeah, well my character doesn't know of the spell but I thought it'd be really useful and you'd die if I didn't"

He's not cheated for his own gain... he's cheated for the good of the party... but it's cheapened the experience. It's no longer an epic story of the Duel that was almost a loss... it's a story of that one time he cheated.

In my eyes it's the same as a DM who will not punish his players for fighting Adult Dragons at level 1. If you tell them 50 times to turn back and suggest they'll die and they die... then they die... having DM Fiat save the day babysits them and trivializes challenges. Having players do the same is just that... the same.

That, I think, is an excellent point. I do see the problem with cheating from that angle, and it's also similar to what Unbeliever said before about how sometimes the problem is not only the cheating itself, but the goal intended (e.g., it's still wrong to overshadow everyone in the party legitimately, the cheating only makes it worse). Here, am I correct to assume that you'd also find it anticlimactic if a completely legit wizard stepped up to the bad guy before the epic duel could begin and reduced him to ash with an Empowered, Maximised, Twinned, Repeated Disintegrate? (which, if my calculations are correct, deals around 1440 damage).

Offline sirpercival

  • Epic Member
  • ****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Cheating and Munchkins
« Reply #50 on: November 19, 2012, 11:40:58 PM »
I think this is a bit of an oversimplification of veekie's stance.  Cheating is only okay if the DM is okay with it.  Since the DM is the rules arbiter and source, if the DM is okay with it implicitly or explicitly, then it's not cheating because then it's an explicit or implicit part of the ruleset.

Now, since the DM has to manage the fun-levels of the other players, the DM shouldn't usually be okay with it if the other players aren't okay with it.

That's... what I said. I uh, can't see the difference between what I said and what you're saying. Maybe I just made unspoken assumptions in my post that I should've clarified.

If by "you" you meant "you, the DM" then yes you said it, but were not specific enough.
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline Shadowknight12

  • Full Member
  • **
  • Posts: 155
  • Cold
    • View Profile
Re: Cheating and Munchkins
« Reply #51 on: November 19, 2012, 11:56:45 PM »
If by "you" you meant "you, the DM" then yes you said it, but were not specific enough.

I meant a general you, since, as you said it yourself, if one, some or all of the players are not okay with it, then the DM usually ought not to be okay with it either. But yeah, my bad.

Offline Kasz

  • Hero Member
  • ***
  • Posts: 574
  • The God-Emperor protects, the Omnissiah provides.
    • View Profile
Re: Cheating and Munchkins
« Reply #52 on: November 20, 2012, 05:04:37 AM »
Here, am I correct to assume that you'd also find it anticlimactic if a completely legit wizard stepped up to the bad guy before the epic duel could begin and reduced him to ash with an Empowered, Maximised, Twinned, Repeated Disintegrate? (which, if my calculations are correct, deals around 1440 damage).

If I had a wizard in the party who regularly prepared such spells then the BBG would have an extra defense or two against them. A BBG should research his enemies and realise..."this guy does huge disintegrates... I should probably not let him disintegrate me"

As such he'd bring some extra defense against ranged touch attacks or maybe use an item of ray reflection or deflection. I'd do the same if I knew the party had an ubercharger and I'd make sure there was an invisible wall between me and him.

If the party beat the BBEG in one round through luck or skill then it might be anticlimatic but they achieved something and they'll feel badass... if they feel like the BBEG was just another roadbump then I've not done my job too well and I'll try harder next time.

Anyway, I'm falling off topic, If the DM allows it, it's DM Fiat but he should make sure the other players are okay with it first/as well. Special treatment is a well known reason for breaking up gaming groups.

If the DM doesn't know it's cheating and could make other players and the DM annoyed. (I spent 4 hours designing the encounter and you just deal 1000 AoE damage... great. Which I do find different from winning due to superior tactics/spell selection personally.)

Munchkinism is all sorts of bad because it just takes the worst of everything and that's the only way they have fun. "Well I'm not a beholder but my human can be a beholder mage, the DM won't realise" and "oh yeah, I rolled another natural 20... you didn't see my dice... sorry force of habit, next time."

The only time I had a munchkin in my group the campaign lasted 2 sessions and we "annoyed" him so he tried to kill us. Flat out tried to kill the other 3 party members. After the 10th natural 20 in a row that no one else on the table saw we called him a liar. He raged and stormed out. The DM was annoyed because he's friends with everyone at the table and can't really take sides, plus his campaign's ruined. We feel like jerks because we didn't have proof but we're also annoyed that someone would take the time to basically disrupt a game we play for fun. Everyone's mad at everyone and everyone loses.

Offline Sneaky_Sable

  • Legendary Member
  • ****
  • Posts: 1361
  • Watching Ponies
    • View Profile
    • DOUBLE EXPOSURE
Re: Cheating and Munchkins
« Reply #53 on: November 20, 2012, 10:50:52 AM »
The only time I had a munchkin in my group the campaign lasted 2 sessions and we "annoyed" him so he tried to kill us. Flat out tried to kill the other 3 party members. After the 10th natural 20 in a row that no one else on the table saw we called him a liar. He raged and stormed out. The DM was annoyed because he's friends with everyone at the table and can't really take sides, plus his campaign's ruined. We feel like jerks because we didn't have proof but we're also annoyed that someone would take the time to basically disrupt a game we play for fun. Everyone's mad at everyone and everyone loses.

Howdy. Just throwing in my two cents here. This comment strikes hard, and I think it's the underlying problem with the entire discussion. The person in this example was willing to cheat to win, and the problem isn't just that he was willing to CHEAT, but he was trying to WIN...

There's no WINNING in D&D, not in the true sense of competition. Everyone at the table wins if everyone has fun. If someone's not having fun, then it's time to see what needs to be done to ensure that everyone has a good time. That's why we all most of us play the game, right?

Call it Dungeons and Dragons, call it Pathfinder, call it whatever. The last time WINNING was even a thing in Dungeons and Dragons was back when it was Chainmail, a tabletop miniatures wargame. When D&D was Warhammer, there was such a thing as winning. Now, we're all together to have fun, and the only reason I think someone would cheat at a game where the object was to have fun is because they still feel they have to win. They have to play the more efficient character, or they have to be able to defeat the DM. That kind of player doesn't want to play Dungeons and Dragons. They don't want to Role Play, they want to Roll Play. They want someone else to flip open to a random page in the Monster Manual and say "In a 10 by 10 room, you see d4 Griffons. Roll initiative." in their best Ben Stein impression...


This flying horse aided Perseus during his return to the Tomb of Horrors. Anyone? Anyone? Pegasus. Moving on...

Now, some folks may take offense to that generalization, and it's possibly because I hit a little close to home. Folks cheat in sports to win. Folks cheat on quiz shows to win... but if there's no victory condition, then why are people cheating? Why do you need to be the one to win the day when there's no medal at the end of the maze for you.


Game balance? I'm gonna wreck it!

Okay, I admit, that was a lot more then two cents, and kudos to anyone who made it this far. It just worries me that folks would find this kind of stuff acceptable. I mean, if folks see no problem at all with writing down "Everything-Proof Armor" or "Bane of Monsters Sword of Everything Slaying", then why not just simplify it further. Why not have the DM and that player roll a d20 each, have them dice off, and the first one who doesn't roll a natural 20 loses. Or at least, the first one to ADMIT they didn't roll a natural 20...
Link to my homebrews

(Offsite server may be unstable. Report broken / unresponsive link with Post Upvote button)

Offline Dkonen

  • Hero Member
  • ***
  • Posts: 568
  • Caution: may contain MGFS
    • View Profile
Re: Cheating and Munchkins
« Reply #54 on: November 20, 2012, 02:52:57 PM »
I'm happy (mostly) with our table-that being said, some of the regulars that have comes and gone, and a couple who stay have been known to "cheat"-even I've done it as a player. Our games allow for the fact that people will "fudge" their rolls for things that may be intrinsically important to their character, because players can get attached to their characters.

The problem is that cheating isn't a black and white situation. There's a very big difference between fudging to get past an "oops" moment, and critically hitting every opponent every time.

Like a large number of complicated topics it's a case of common sense that needs to be developed. You need to know how much is acceptable with each group and DM.

Anecdata: upon entering to 3.0 our local DM over estimated our shiny new characters and threw a more powerful monster at us, not realizing the differences of said monsters between editions. We almost got pasted. Cheating here to squeak past might have been appreciated-instead he had to hand wave it, and while he learned from it, he was embarassed about it, and probably would have appreciated a more discrete cheating with explanations afterwards at how the monster had changed.

anecdata 2: I ran for a player who cheated horribly. When asked he would only recite the most beneficial parts of class features, and would never let anyone see his rolls. It got so bad that I would have to stop games to look up the class feature he was using because I *knew* that he was purposely not telling me the entirety. It eventually got to the point where it would take upwards of forty five minutes each time for a clarification because he would argue and refuse to explain, so someone would have to look it up, read it aloud and then use several minutes explaining that yes, that *was* how the ability worked.

anecdata 3: we have another player (who has long since moved away) who would critically hit almost every single swing. He became a bit of a good natured joke, and he was a jovial sort, he just very badly wanted to have big numbers. He was great most of the time and gave us quite a few laughs and contributed very well to the group. So, whoever DMd for him would merely add some HP and AC or suchlike to beef up any creature he fought. He never found out, but still got his big numbers and the fight would still be a challenge for everyone else.

Out of these only player #2 is an issue. He took away from our play time because we had to constantly check on him because he couldn't be trusted. He started out like player #3, but didn't realize that there is a line beyond what is considered "acceptable" cheating.

If the player isn't good with limits and can't respect where lines are drawn, if they are pushy and want to grandstand, cheating is bad. It will start with something harmless, but will only snowball until they're making up their own rules to change the table to "Grandmaster Player X the Magnificent! ...and the backup singers"- which is outright destructive.

It's like junk food, alcohol, drugs, and so many other things. In moderation and appropriately applied, it can work and even be beneficial, but most people use it foolishly and without consideration of consequence. Those are the cheaters that people don't like. It's not so much the cheating as the sheer inconsideration, selfishness and arrogance.
I wouldn't always have to be right if so many people didn't insist on always being wrong.

Offline veekie

  • Spinner of Fortunes
  • Epic Member
  • ****
  • Posts: 5423
  • Chaos Dice
    • View Profile
Re: Cheating and Munchkins
« Reply #55 on: November 20, 2012, 09:38:44 PM »
Do note that fudging is a grey area, since it has to be performed by the rules arbiter(though generally without informing the group), and lies within the scope of the powers granted to him. That said, there is a dramatic difference in severity between systematic cheating and impulse cheating, the former can cause long lasting group tensions and erodes the rules much more than the latter.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline Dkonen

  • Hero Member
  • ***
  • Posts: 568
  • Caution: may contain MGFS
    • View Profile
Re: Cheating and Munchkins
« Reply #56 on: November 21, 2012, 01:45:03 AM »
We use the term "fudging" to typically mean rather benign instances of mild cheating on either side of the DM screen. It's rather rare as of late, since it's been years since we assembled our regular group and we do enjoy heckling each other.

I agree there is a dramatic difference and that one is very much more destructive than the other, but I also have to say that I perceive it as a broad spectrum of cheating with "Fudging" on one end and "Systematic Cheating" on the other. A sliding scale rather than a switch, per se-at least based on personal observation.

I wouldn't always have to be right if so many people didn't insist on always being wrong.

Offline awaken_D_M_golem

  • Epic Member
  • ****
  • Posts: 7639
  • classique style , invisible tail
    • View Profile
Re: Cheating and Munchkins
« Reply #57 on: November 21, 2012, 03:39:09 PM »
Half-slaad :  Chaotics can't cheat
Insane Zerth :  Yes they do

Half-slaad :  No they don't
Insane Zerth :  Chaotics don't cheat

Half-slaad :  Yes they do
Insane Zerth :  You say "when"

... this continues for hours.
 :)
Your codpiece is a mimic.

Offline Scottzar

  • Member
  • **
  • Posts: 71
  • +1 Mouthpick Dentures
    • View Profile
Re: Cheating and Munchkins
« Reply #58 on: November 25, 2012, 04:58:12 AM »
I see benign fudging as bad as misinterpreting a rule which is as bad as outright cheating and always making yourself role max and ignoring the rules.
All three involve not following the rules. Indeed, that is the entirety of all three. The intent and causes differ, but the end is the same.

This has much to do with how I came into 3.5: I played before, but never really got into it past basic core CO.
Than it died. 4th ed was out, and that meant that 3.5 has hundreds of times better for me than it was before, because it was a dead product so anything you figured out would always be there: if you find the best strength boosting +1 template, it will always be the best strength boosting +1 template, and you can remember it.

This means that rules are concrete. If we break down the wording, then we can know exactly what everything does. D&D 3.5 is a good game because you can represent literally anything within the rules, and ignoring the rules thus defies the reason why D&D 3.5 is good. If you are going to cheat, why play a game which is heavily biased towards 'roll play' as opposed to role play, when you can play one with better crafted flavour and less rules intense systems?
Cheating kills the point of 3.5 both for yourself and others. You can reduce this to just yourself by playing a different game.
Assume that any rules statements I make are under full RAW.
Common sense, game balance, or an enjoyable experience need not apply.

Offline Agita

  • He Who Lurks
  • Moderator
  • *****
  • Posts: 2705
  • *stare*
    • View Profile
Re: Cheating and Munchkins
« Reply #59 on: November 25, 2012, 10:32:37 AM »
This means that rules are concrete. If we break down the wording, then we can know exactly what everything does. D&D 3.5 is a good game because you can represent literally anything within the rules, [...]
I agree with most of the rest of your post (I don't take the line of reasoning quite as far on the subject of fudging, but that's a story for another thread, maybe). However, this part of your premise is... unfortunately, not correct. D&D 3.5's rules are not, in fact, concrete. There are more ambiguities than you can count, as evidenced by countless and very heated disagreements that persist to this day: to name some of the more notorious examples, Touch range spells and Persistent Spell and Dragonwrought Kobolds (this is not an invitation, for anyone, to derail this thread into a discussion on any of these topics). This results simply from the nature of D&D being a) written in English and not in mathematical or logical notation and b) not written by lawyers or programmers. The English language (and every other non-constructed language) contains ambiguity by its nature, and people make mistakes.
Secondly, you certainly can't represent just anything within the ruleset. This, again, stems from the nature of the beast itself. You can't make a game that can represent everything and also be as mechanics-heavy as D&D. For every mechanic that represents something (say, attack rolls, starvation and thirst, the various classes), you're not representing about a dozen other things. A role-playing game can't (and shouldn't) be an accurate physics simulator. You also cannot represent "every possible character concept" within the official rules of D&D, simply because the space of possible character concepts is larger than the ultimately finite number of possible combinations, even taking into account judicious reflavoring. Perhaps ironically, narrativist systems like the FATE family tend to do better at the first, because they abstract every possible interaction into just one or a few core mechanics. "Toolbox systems" like Mutants and Masterminds or Hero tend to do better at the latter, because they're literally designed for it.

None of this makes D&D 3.5 a bad game, nor does it necessarily invalidate what you said, but it is relevant to your conclusions, since they seem built on the premise that 3.5 is, as you call it, concrete.
« Last Edit: November 25, 2012, 10:44:35 AM by Agita »
Please send private messages regarding board matters to Forum Staff instead.