D&D: 8 Tips On How To Prevent Cheating

2022-07-02 08:53:59 By : Mr. Da Jen Lee

Most groups play Dungeons and Dragons to tell epic stories. But in games with strangers or new players, the potential for cheating crops up.

Dungeons and Dragons is the world's most popular roleplaying game. Thousands of players around the world come together to tell stories about mighty heroes in fantasy worlds. While most D&D players are in it for the fun storytelling and exciting combat, some people like to grab at victories at any cost.

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Unfortunately, most D&D players run into cheaters at one point or another. This can be extremely damaging to the game experience, as it violates the agreements everyone made at the table. It's important to head cheating off at the pass in order to ensure everyone at the table has a good time.

Lots of players end up "cheating" totally by accident. D&D has dozens of rules scattered across many different books. It can be difficult for anyone, especially new players, to keep track of everything. It's very easy to accidentally add the wrong number, roll the wrong dice, or any number of other small mistakes that could be considered cheating. Making sure that everyone at the table understands how their character works and the basics of the game can help prevent any innocent mistakes.

An easy way to ensure everyone at the table, DM and players alike, are playing fair is to roll dice where everyone can see them. This might mean using a shared dice tray or tower, or simply making a policy that everyone has to roll towards the middle of the table.

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Digital tools make this even easier, as they often send die results to a shared chatbox. Some DMs like to roll in private to maintain some mystery or reserve the right to fudge for narrative effect, but players should generally be rolling where everyone can see to foster an environment of trust.

There's a lot to keep track of in D&D, but having a general idea of each party member's abilities can help keep everyone honest. It can be hard enough to keep track of one character, so sometimes this isn't feasible. On the flip side, helping each other keep track of how everything works can help ease the burden a little bit. If a player is cagy about their powers, there's a chance they have something to hide. This is obviously not always the case, but it can be a warning sign, especially in a game with strangers.

One of the best ways to prevent cheating is to only play with trusted friends. Cheating at D&D is, in the long run, a very low-stakes thing. The likelihood that a close friend will go against the social contract of the game and break the rules is very low. Curating the group is a great way to make sure everyone can trust everyone else. Lots of players end up playing D&D with strangers at conventions or online, so this isn't always possible.

If cheating is suspected to be an issue, it's important to establish consequences early. Having a frank discussion about what the group will do about cheaters can be enough to dissuade cheating in the first place. A group might decide that they have a zero-tolerance policy for cheating, with any infraction resulting in expulsion.

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Alternatively, a three-strikes rule could be useful in a more long-term game to help correct problematic behavior. This kind of conversation is especially important in pick-up games with strangers, such as those found at conventions or online.

Cheating in D&D doesn't actually mean the same thing to everyone, so it's important that everyone be on the same page. Most D&D groups agree that players shouldn't be allowed to fudge their rolls, but this is not a given. DMs are often given much greater license to alter their rolls, especially if made in secret. But some groups give the DM permission to make judgement calls on altering die rolls to fit the narrative. Other groups think this goes against the spirit of the game, so it should be discussed early on to set expectations.

Some new players can get caught in the trap that Dungeons and Dragons should be played as a competition between Dungeon Master and players. This line of thinking is one of the ways cheating can crop up, as players may feel like they need to do everything they can to get one over on the DM.

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Players who have never been on the other side of the screen can have a hard time imagining what it's like to craft a scenario for the characters to explore, making them more likely to cheat. Giving everyone a chance to craft their own storyline and run a game lets everyone see what it's like as both player and DM.

The ultimate tool in preventing cheating is to simply leave a group that has cheaters. As the old adage goes, "no D&D is better than bad D&D." Playing in a game that doesn't match their vibe and values can be the single worst thing a D&D player can do. If someone finds themself in a group where cheating is a problem and it makes them uncomfortable, they should feel free to leave immediately. It's always good to find solutions, but there's no reason to bang one's head against a wall and stay miserable.

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Declan is a writer and editor for Comic Book Resources and an independent game designer. They've been playing video and tabletop games since childhood and continue that love today.