Devil’s Bargains!
Obviously, everyone at the table can potentially offer a Devil’s Bargain, but we were finding that pausing a roll to figure out a good one was slowing things down too much, so we have made the decision to make them “on demand”. Basically, the player who is rolling can ask for one, and then we all brainstorm what it should be, but if they are confident in their dice, then we don’t worry about it.
Pros:
-Much quicker.
Cons:
-Means we don’t get as many fun complications as when there are always DBs on the offer for each roll.
For me, the main two triggers for a devil’s bargain are when either I have a great idea, OR the player hesitates and wants more dice. =)
Andrew Shields that makes sense. And yeah, I suppose if I had a great idea for one, I’d offer it regardless of whether the player had asked.
The other circumstance is after someone rolls and is displeased with the result. Then I can offer a bargain if they didn’t take one already. Those are the most fun, as they can be less tempting; the need for a good roll increases the allure for taking the bargain. =)
Oh, I’ve never done Devil’s Bargain post roll. It seemed to be limited to pre-roll by the text, but I love the idea of doing it after.
A time limit on devil’s bargains also works. If no one speaks up in 10 sec there are no bargains.
Adam D The way I see it, there’s a limit of 1 ACCEPTED per roll. But more than one (or none) could be offered. Offering after the roll allows for cranking the screws tighter and offering less savory deals. =) And the roll STILL might not pan out.
I thought that was how it worked.
Offering after the roll is not technically the rule, but it’s fine. We do it sometimes when I play.
John Harper Is that discussed anywhere but page 11 of the new quickstarter? I don’t see anywhere that it is specified that the deal must come before the role. I think the FAQ is the only place that notes that there can only be +1d per roll from bargaining.