Nightchanger
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Joined: Fri 16 May 2025, 13:51

Misunderstood pride mechanics. How to fix it after 5 sessions?

Thu 12 Jun 2025, 22:39

So I went over the pride mechanics. Apparently you can use to add 1d12 to the result, not roll up to 2 extra dice to the pool. In both cases assuming they can convince me. I gave the 2nd option as I thought it was under powered and gave an edge to be used indefinitely if the players are able to convince me it's relevant.

But being able to use 1d12 and once per session seems like a better option. I already run 5 sessions. What's the best way to bring it in and not feel like I'm cheating them from an advantage and actually coming towards them?

My next session well be the 6th, they're right now in the hollows and did odd jobs to get some traveling supplies.
 
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Fenhorn
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Re: Misunderstood pride mechanics. How to fix it after 5 sessions?

Thu 12 Jun 2025, 23:36

Just do it.

In my campaign, I used the Lead the Way and Make Camp rules wrong. Lead the Way didn't matter that much but the Make Camp mistake caused the only death in our (two year) campaign. The death happened early so he hadn't got so much experience yet. All I could do is to come clean and admit that I have screwed up. Ironically I saw my mistake just before we did the end of the campaign and by then there was armies on the move so we didn't use the Make Camp rule then.

These things happens sometimes. Be glad that you saw it early.
"Thanks for noticing' me." - Eeyore
 
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Dizzyfugu
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Re: Misunderstood pride mechanics. How to fix it after 5 sessions?

Mon 16 Jun 2025, 15:34

Pride can make a huge difference, and I personally like it as a "joker" with which a PC can shine. And adding a d12 (at least within the FL framework) is MUCH more potent than 2d6 - it is worth 6-7d6!

However, IMHO and from personal table experience a Pride should be worded carefully and the GM should have a keen eye on:
a) Tie it to a certain situation, e. g. a concrete Skill and its use ("My arrows always hit thgeir target", "I can convince anyone of anything") in which the d12 can actually have an effect. It should also reflect the character.
b) Make it consistent for each PC; some players qre quite ignorant or creative and make the "operational condition window" for the bonus too wide - or too specific, so that it can never be triggered at all.

The same goes for Dark Secrets (maybe even more), because these should result in a negative game effect of some sort, and tying these to a Skill so that there is a comparable effect has proven to be a good benchmark. Good thing is that esp. a pride can change over time and be re-worded, which is highly recommended with accumulating game experience.

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