It seems like players and DMs forgetting Inspiration is pretty common. Also, given that it was meant to incentivize role-playing I feel like not being able to collect multiple instances of Inspiration (like the old Action Points) means that it loses its reason for existing. If people are forgetting about Inspiration, it's not getting spent. If it's not getting spent, its no longer an incentive for role-playing.
So, I'm suggesting that PCs can earn Inspiration more than once, as the DM sees fit to award for role-playing, up to a limit equal to half their character level, rounded down, minimum of one Inspiration "point".
If PCs can collect it like points, they may be more incentivized to track it, and use it, and role-play to get more of it?
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You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
That's pretty much how things have moved when it comes to online Twitch stream games. Some games with large audiences have moved to having the audience vote or like certain things and X amount of likes or votes gets the player a point of Inspiration, which them banks with all the other unspent Inspiration until they use it.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
I like this idea, but the one thing I'd want to clarify is the number of inspirations that can be used per roll. I could see the rule going either way, but I'd want to clarify going in if it's "use inspiration once per roll" or "If this is really important, you can burn your whole 'bank' on it".
In my game, we use the following rules for inspiration:
"In addition to the modified inspiration mechanic, I am also introducing a mechanic called “Inspired actions” related to the original intent of the inspiration system, and also taking cues from the Legendary Saves mechanic. A player may take an Inspired action AT ANY TIME. To do so, simply tell the DM “I’d like to take an inspired action, and I have the following trait that applies to this situation.” As an example, If you have the trait “always playing the hero” and you had the opportunity to rescue a damsel in distress, you would declare that you believe your trait applies, and the DM would make a ruling. An Inspired action is an extra D20 that you may either use to give yourself advantage on an action, use to give an ally advantage on their action (if you are in a position to assist in that action) or impose disadvantage on someone else acting against your ideals (again subject to your ability to interpose yourself between them and their dastardliness.) Inspired actions are situational and must be used during the encounter that has inspired your character to jump into action, otherwise they are lost."
This allows me to shift the burden of claiming inspiration from ME to my players, on the principal that my players know their own character sheets better than I do. Because it's a permanent feature, it's also unlikely that they will forget (and if they do, they can't blame me/ feel left out /say mean things about how horrible I am about remembering that joe the fighter hates bullies).... Because inspiration has to be taken AT THE TIME of the thing that is inspiring your character, it does a better job of encouraging roleplay than a rainy day fund to save and use on a completely unrelated tasks, and also tends to unbalance the game less because inspiration tends to be claimed at those critical moments where the DM wants the players to succeed as much as the players do (rescuing the princess).
Creating the above mechanic, allowed me to recover the original inspiration mechanic (which I modified to copy bardic inspiration) for my own purposes, eg to push my narrative. Because I know my narrative very well, I also know when a player does something that I want them to do, and I can reward them, and I don't forget (unlike joe the fighters secret bond)... Also we use big foam dice that are very hard to forget about. Another benefit is that I can throw everyone inspiration right before the big bad and everyone in unison goes "oh ships."
The real trick to it is to have open-ended flaws, bonds, ideals and traits. The more your players can twist and rules-lawyer to "get one over on you" the more fun the system is. ^_)^
Why yes, of course my "gambler's nature" applies to this situation! I'm bluffing an entire hoard of orcs! You don't think that's a gamble? My character is feeling INSPIRED man!
The real trick to it is to have open-ended flaws, bonds, ideals and traits. The more your players can twist and rules-lawyer to "get one over on you" the more fun the system is. ^_)^
As a DM, I agree.
Why yes, of course my "gambler's nature" applies to this situation! I'm bluffing an entire hoard of orcs! You don't think that's a gamble? My character is feeling INSPIRED man!
A hoard, not a horde? Okay. I guess that dragon must really like collecting orcs.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
It seems like players and DMs forgetting Inspiration is pretty common. Also, given that it was meant to incentivize role-playing I feel like not being able to collect multiple instances of Inspiration (like the old Action Points) means that it loses its reason for existing. If people are forgetting about Inspiration, it's not getting spent. If it's not getting spent, its no longer an incentive for role-playing.
So, I'm suggesting that PCs can earn Inspiration more than once, as the DM sees fit to award for role-playing, up to a limit equal to half their character level, rounded down, minimum of one Inspiration "point".
If PCs can collect it like points, they may be more incentivized to track it, and use it, and role-play to get more of it?
You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
That's pretty much how things have moved when it comes to online Twitch stream games. Some games with large audiences have moved to having the audience vote or like certain things and X amount of likes or votes gets the player a point of Inspiration, which them banks with all the other unspent Inspiration until they use it.
I like this idea, but the one thing I'd want to clarify is the number of inspirations that can be used per roll. I could see the rule going either way, but I'd want to clarify going in if it's "use inspiration once per roll" or "If this is really important, you can burn your whole 'bank' on it".
Agreed. Once per roll, as RAW.
You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
In my game, we use the following rules for inspiration:
"In addition to the modified inspiration mechanic, I am also introducing a mechanic called “Inspired actions” related to the original intent of the inspiration system, and also taking cues from the Legendary Saves mechanic. A player may take an Inspired action AT ANY TIME. To do so, simply tell the DM “I’d like to take an inspired action, and I have the following trait that applies to this situation.” As an example, If you have the trait “always playing the hero” and you had the opportunity to rescue a damsel in distress, you would declare that you believe your trait applies, and the DM would make a ruling. An Inspired action is an extra D20 that you may either use to give yourself advantage on an action, use to give an ally advantage on their action (if you are in a position to assist in that action) or impose disadvantage on someone else acting against your ideals (again subject to your ability to interpose yourself between them and their dastardliness.) Inspired actions are situational and must be used during the encounter that has inspired your character to jump into action, otherwise they are lost."
This allows me to shift the burden of claiming inspiration from ME to my players, on the principal that my players know their own character sheets better than I do. Because it's a permanent feature, it's also unlikely that they will forget (and if they do, they can't blame me/ feel left out /say mean things about how horrible I am about remembering that joe the fighter hates bullies).... Because inspiration has to be taken AT THE TIME of the thing that is inspiring your character, it does a better job of encouraging roleplay than a rainy day fund to save and use on a completely unrelated tasks, and also tends to unbalance the game less because inspiration tends to be claimed at those critical moments where the DM wants the players to succeed as much as the players do (rescuing the princess).
Creating the above mechanic, allowed me to recover the original inspiration mechanic (which I modified to copy bardic inspiration) for my own purposes, eg to push my narrative. Because I know my narrative very well, I also know when a player does something that I want them to do, and I can reward them, and I don't forget (unlike joe the fighters secret bond)... Also we use big foam dice that are very hard to forget about. Another benefit is that I can throw everyone inspiration right before the big bad and everyone in unison goes "oh ships."
Sounds like a cool idea. I might talk to my players to see if they fancy changing to doing something like that. :)
Currently, I have index cards with the word "INSPIRATION" printed on them in bold 24pt text, that I give to each player.
Also on each card is the character name and their traits.
This means that if I currently have the card, I have a quick reference to what the relevant traits are.
When I give them out to the players are the beginning of the session, I get them to place it above their sheet and place an additional d20 on it.
However .... I still find they don't get used that much and my players say that they often just forget about them. :(
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The real trick to it is to have open-ended flaws, bonds, ideals and traits. The more your players can twist and rules-lawyer to "get one over on you" the more fun the system is. ^_)^
Why yes, of course my "gambler's nature" applies to this situation! I'm bluffing an entire hoard of orcs! You don't think that's a gamble? My character is feeling INSPIRED man!
As a DM, I agree.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Flaw: I love to correct people's grammar. I'm feeling inspired.
Ok, you have an inspired action; now roll me a charisma check to see if the dragon doesn't eat you.
Success! The dragon changed his sign, it now reads Whore'd of the dragon queen!