Space Monkey said:
I've been GMing for many many years now and the sheer amount of rolls I've fudged behind a screen to keep the characters from dying orf simply failing when it just doesn't feel "right" is more than I can count.
To best honest, sometimes I have the impression that exactly for that reason game mechanics like fate points have been invented.
I think this topic is discussed once in a while in every roleplaying forum and comes up now and then. And on the one side I can understand arguments like. "The players are the main characters in a game. So it is just clear that they are somehow prevented from bad luck with the dice."
But on the other hand I think that the dice are the chain's end of a decision: You thought about it, you make your decision and now you are throwing the dice to see if it works..
... and at that point I think: Well, it is possible that it does not work. Since we are using dice in a roleplay there is always a chance of not succeeding.
And then you simply have to live with it!
In the extrem sometimes these fate points are just an excuse for bad decisions or the lack of responsibility for actions (see our society). So if your space marine charges a horde of tyranid warriors and survives that is truely heroic. But if he charges them because it sounds cool and he knows that he will survive because he has five fate points left or could just burn them ... what is heroic about that? Where is the tension any more?
Maybe I played too much space hulk to learn that sometimes the dice are just not on your side. But then you simply have to live with it. Take it like a real space marine and do not let the faith in the emperor be shattered.
Best revards,
TechVoid.