# When good games go wrong: to cheat or not?

**URL:** <https://boards.straightdope.com/t/when-good-games-go-wrong-to-cheat-or-not/536086>\
**Category:** The Game Room\
**Created:** [April 14, 2010, 5:31pm UTC](https://boards.straightdope.com/t/when-good-games-go-wrong-to-cheat-or-not/536086 "2010-04-14T17:31:28Z")\
**Posts on this page:** 1\
**Showing post:** 8

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**Author:** ![D\_Odds](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/d_odds/32/2882_2.png) [@D\_Odds](https://boards.straightdope.com/u/D_Odds)\
**Post date:** [April 14, 2010, 8:23pm UTC](https://boards.straightdope.com/t/when-good-games-go-wrong-to-cheat-or-not/536086/8 "2010-04-14T20:23:05Z")

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> [@GESancMan](#):
>
> In my HoMM 5 example, though, I’ve blatantly used the cheat console to defeat the map in a way not intended by the game designers.

Must…control…fist…of…death. 🆒

> [@What would be your D & D stats?](https://boards.straightdope.com/t/what-would-be-your-d-d-stats/535239/67):
>
> I am old enough to remember that. I also remember the scores of gamers I’ve been associated with through the years working around that so that the PCs would actually be exceptional. I think the work-arounds and alternate rolling methods were being published in _Dragon_ before the ink dried on the first printing of _Dungeons & Dragons_. 🆒 It was a classic case of the designers not truly understanding the audience, even though they were part of the audience. It’s why, to this day, whenever I hear someone use the justification “but the designers intended” my reflex is to smack them in the head with a rolled up magazine, even if they do have a salient point.

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