It's my understanding that an opposed pair stat is mechanically identical to a unipolar stat, and that
*if humble >60 is exactly the same as
*if arrogant <40 in games where
arrogant are an opposed pair.
Assuming I haven't misunderstood something, wouldn't that mean opposed pairs exist mostly for the player's immersion in the game world, partly for code that's easier for people to read, and not at all for their mechanical effects?
I suspect if you add it to the stats screen, nobody will ever notice if it's checked in code or not.
That said, if you create a
humble stat, you might find yourself creating situations where it could be used. What's that old saying, when all you have is a hammer, everything starts to look like a nail? Giving yourself a new "tool" to work your code with may reveal some "nails" were actually screws all along. To stretch the metaphor to the breaking point. Sorry.
Abandoning the metaphor, situations that previously looked like "Is the Awoken arrogant enough to do X?" may instead look like "What would a humble Awoken do here? What would an arrogant Awoken do instead?"
Or maybe nothing will change. That's fine too. What's already happening is really good.
Seeing 80% Humble, 20% Arrogant on the stats page may feel a bit more rewarding than seeing 20% Arrogant for players who go that route on purpose, and that alone may be enough to justify adding it. Beyond that? You're doing perfectly fine already.