Fudging round 2. This time it’s creamier.

In my last article I discussed whether or not games masters should fudge rolls in their game.  In this article I want to talk about the other forms of ‘fudging’ that can occur within a game and how to deal with them.

Monster Mashing

After many sessions of adventuring players approach the fortified chamber of the dread Storm Lord Morax, General of the Northern Hordes, BBEG and antagonist to the party.

You’re expecting an epic showdown however due to a mixture of luck and skill on the players part the Storm Lord is getting his bare hide handed to him and he’s on his last legs.  You therefore decide to up the ante and give him an additional powerful spell, say a one shot of Disintegrate, on the fly.  Is this fudging and does it impact player agency?

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Fudging – delicious games master treat or hazardous game breaker?

Boy is this one a hot topic. Fortunately I have the definitive answer.

Don’t fudge in your games.

Thanks for reading. Feel free to follow me on twitter @lines_pete and let me know what you think there or in the comments. Happy gaming.

…Oh okay it’s a little bit more complicated than that.

In it’s commonly understood form fudging is the act of the games master altering a dice roll behind the scenes. In most games we’d call a player rolling one dice and pretending it’s another cheating however the games master has a unique role within D&D as a neutral arbiter of the gameworld, ergo it’s within the GM’s remit to alter a dice roll if they feel it’s appropriate

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Stranger Things Review


This review contains some minor spoilers.

Stranger Things is a Netflix Original Supernatural-Thriller that centers around the search for a missing boy within a small american town in Indiana in 1983. It’s ultimately a love letter to the 1980’s from its creators the Duffer Brothers with its slew of references that range from  Steven Spielberg , Stephen King and The Goonies . This is coupled with a slick modern presentation which creates an entertaining and gripping trip down memory lane that’s not without its niggles.

You are slapped in the face by nostalgia whilst watching Stranger Things, it oozes out of every scene shot by shot. The most obvious reference and one that drew me in was witnessing the child protagonists of the show in their introductory scene playing Dungeons & Dragons together. I was impressed by the accuracy of the depiction as much as I question the effectiveness of a fireball against a Demogorgon I do appreciate the use of a real monster, with a sick looking and accurate miniature. Likewise the later references to the Veil of Shadow and how it’s described were spot in regards to the ShadowFell within the D&D multiverse right up to the little cracks in reality it leaves for characters and monsters to crawl in and out of.

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Neverwinter D&D Campaign Session 2.



It was the 19th day of Elisias in the city of NeverWinter at around 1 o’clock in the afternoon. It was a bright but cold day with a fierce chill wind blowing from the northern mountains at the spine of the world. The party , a snow white Birani Bard by the name of Sharia, a 6 foot 6 Half-Orc barbarian covered in tattoos of his tribe by the name of Thokk and a 6 foot 7 tall Wood Elf Ranger by the name of Mila with her faithful badger companion Tommy and Bronwyn a Drow Rogue with braided hair and white skin, were recovering from their battle with the city rebels that ambushed the town guard upon the Winged Wyvern bridge in the midst of a protest.

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Neverwinter D&D Campaign Session 1.


It was the 19th day of Elisias in the year of the Warrior  Princess 1489 DR, at around 9 o’clock in the morning. A fierce chill wind blows from the north which means those who favour the use of ranged weapons will have the distance of their arrows flights reduced.

The party, a snow white Birani Bard by the name of Sharia, a 6 foot tall human Paladin of Torm by the name of Auron, a 6 foot 6 Half-Orc barbarian covered in tattoos of his tribe by the name of Thokk and a 6 foot 7 tall Wood Elf Ranger by the name of Mila with her faithful badger companion Tommy and Bronwyn a Drow Rogue with braided hair and white skin all met together outside the City of Neverwinter amongst a large throng of people attempting to enter the safest area of the city.  The Protector’s Enclave.

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Magic Item Creation Rules 5E D&D


Magic Item Rarity Chart and Crafting Time

Rarity Cost Time Min Level
Common 100 GP 4 Days 1
Uncommon 500 GP 20 Days 3
Rare 5,000 GP 200 Days 6
Very Rare 50,000 GP 2000 Days 11

* Divide all of these component values by 4 for any consumable items such as scrolls or potions.  E.G. A Common Potion of Healing will cost 25 GP of components to craft.

** Divide these time and component values by 2 when reducing an item into residuum. An uncommon item takes 10 days to reduce and produces 250gp of residuum.

***There are rumours of spellcasters who are able to craft items beyond even these levels although they would need to possess god like power.

Magic items are incredibly rare within the world. This is in part due to their difficulty in crafting and the natural tendency for those with them to horde, bury and protect them as well as the Spell Plague which destroyed huge swathes of magical items that existed in the world. Even relatively uncommon items are highly prized family heirlooms owned by only the wealthy and few and the rarest can often only be found out in the world of adventure.

The magic of the Weave is like energy, it cannot be created or destroyed simply manipulated.

Spellcasters with knowledge proficiency in Arcana can craft magic items from formulas they know. This process takes 20 days for an uncommon item  (See Chart) and requires 500 GP worth of residue. Higher rarirty items cost more.  Formulas will often call for a specific component item(s), if these  components are provided you do not need to pay a residuum cost.

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