Not a lot of votes in at the moment, but the numbers are trending in the direction that I had expected. That isn't commentary on the popularity of the proposed rules in the UA, but an observation as to why they might try to change how Inspiration works.
My DM once gifted each one of us an Inspiration for Christmas xD
I don't remember if I have used mine yet. (mostly cause that campaign is on hiatus)
That's rough. Sorry about your game.
Thanks.
Our (online) campaign went on hiatus because our Barbarian needed a break from D&D. So we did a side campaign without him with different characters. (half-orc Paladin, dragonborn rogue, drow ranger (me) and DM controlled tabaxi sorcerer) Then Covid came and we needed to figure out a new schedule, cause Sunday (our game day) was then the only day our DM got to see her family. Different time zones didn't help. (DM and Rogue are from the US, Paladin is from the UK and I'm from Switzerland)
As a DM, I probably hand out inspiration once every 2-3 sessions, but it feels like my players then sit on their inspiration and wont use it very often, leading to situations where I award them inspiration only for them to tell me they already have it.
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
I never used inspiration in my games because I didn't like it as a roleplay reward. We're using the new playtest inspiration rules and I really like it. Players get excited when they roll a natural 20, but outside of combat it doesn't mean anything in 5e. Now they get a limited reward. Also takes the edge off of a bad crit damage roll.
The two primary groups I watch give out a kind of Inspiration but not what's written. One group hands them out if something's entertaining. The other hands them out when a player goes deep into roleplay. Both use them as optional "re-roll" of a poor roll rather than the declared advantage method as written (meaning declaring to use inspiration before rolling to create advantage or negating disadvantage).
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Human. Male. Possibly. Don't be a divider. My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong. I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲 “It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
As a DM, I probably hand out inspiration once every 2-3 sessions, but it feels like my players then sit on their inspiration and wont use it very often, leading to situations where I award them inspiration only for them to tell me they already have it.
If it is handed out like a rare commodity then players will keep hold of it until they think it will make a big difference.
If it is handed out like confetti, then players will be far more inclined to use it on smaller things.
I voted "often," but the way I handle inspiration is homebrewed.
I hand out what I call RP points rather frequently for roleplay that is funny, clever, or displays character growth. Players can bank as many RP points as they want. As a free action, they can convert three RP points into DM inspiration, which I allow players to use before or after rolls are made as long as I have not yet adjudicated the results. I frequently ask if my players would like to cash in RP points. They often take me up on it or simply announce that they're using inspiration, hence my vote in the poll.
In contrast, I've been a player in games where DM inspiration is exceedingly rare. When I've gotten it, I've hoarded it. I went through an entire campaign with inspiration I got at level 2. Ended the campaign at level 10 and hadn't touched it.
I don't imagine I am keen on the new inspiration rules simply because my RP points system allows me to reward roleplay, which better fits my DMing and my players' styles, but I do like that it gives a bit more limelight to an oft-ignored game mechanic.
A few weeks ago I started playing in a new campaign where the GM is actively giving out Inspiration on a regular basis. This is the first time since I switched over to 5E that I've been in a game that has actually used it.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
How often did your table use Inspiration prior to the UA?
Honestly, I try to remember it as DM. But honestly I've already got way too much on my plate to keep track of that token. Honestly glad it's moving to player controlled.
Often, but we use homebrewed version - You can get up to 3 inspirations, and at the start of each session, the number of inspirations you have resets to 1.
Your homebrew is putting the control in player hands, which is why it gets used. Clever. I like the one dnd version, and hope they keep it. Because unless it's homebrewed into player control, it's just something a DM doesn't have time to consider.
We give out 1 at the end of every session to a player the group decides. So at least 1 every session. I occasionally will give it for other things, though this wouldn't be every session.
Honestly, that it's rarely discussed on the forum says it all. It's a topic with a lot of potential for discussion (what is the threshold for giving it, how frequent you give it, any restrictions on when it can be used, what is.thenbest use of it that you've seen, it's a veritable gold mine for discussion) and yet we basically never see threads even mention it, never mind centered around it pretty much tells me how often it's actually used.
Three of the problems that I see contributing to its [lack of] use are that they don't stack, so people are wary of losing it; it's not mechanically interesting or potent; and there are no mechanical prompts, either for giving it or for using it. 1D&D resolves one of those issues, I wonder if that's enough to push it into the gaming consciousness.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Honestly, that it's rarely discussed on the forum says it all. It's a topic with a lot of potential for discussion (what is the threshold for giving it, how frequent you give it, any restrictions on when it can be used, what is.thenbest use of it that you've seen, it's a veritable gold mine for discussion) and yet we basically never see threads even mention it, never mind centered around it pretty much tells me how often it's actually used.
Three of the problems that I see contributing to its [lack of] use are that they don't stack, so people are wary of losing it; it's not mechanically interesting or potent; and there are no mechanical prompts, either for giving it or for using it. 1D&D resolves one of those issues, I wonder if that's enough to push it into the gaming consciousness.
I don't know how other players feel about it, but the two table I play at are not excited about Inspiration as presented in the UA. They like their fist full of dice when it comes to criticals in combat, and advantage isn't exactly hard to get, especially for ability checks, so Advantage as a reward is just not thrilling for them. I am sure it varies from table to table, but I can only speak for what we have seen in our own games. I am not sure they can "fix" the mechanically interesting or potent issues, but we will have to wait and see.
Edit: I guess the UA Inspiration rules should have it's own Poll, but there are already threads talking about it.
Not a lot of votes in at the moment, but the numbers are trending in the direction that I had expected. That isn't commentary on the popularity of the proposed rules in the UA, but an observation as to why they might try to change how Inspiration works.
She/Her Player and Dungeon Master
Funnily enough, it was almost never used at my previous table, but my current one has been getting more traction from it (pre-UA).
My DM once gifted each one of us an Inspiration for Christmas xD
I don't remember if I have used mine yet. (mostly cause that campaign is on hiatus)
That's rough. Sorry about your game.
She/Her Player and Dungeon Master
Thanks.
Our (online) campaign went on hiatus because our Barbarian needed a break from D&D. So we did a side campaign without him with different characters. (half-orc Paladin, dragonborn rogue, drow ranger (me) and DM controlled tabaxi sorcerer) Then Covid came and we needed to figure out a new schedule, cause Sunday (our game day) was then the only day our DM got to see her family. Different time zones didn't help. (DM and Rogue are from the US, Paladin is from the UK and I'm from Switzerland)
I put "somewhere in the middle".
As a DM, I probably hand out inspiration once every 2-3 sessions, but it feels like my players then sit on their inspiration and wont use it very often, leading to situations where I award them inspiration only for them to tell me they already have it.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
you play out side your normal play style. blue I comes out.
Break up the dm. Blue I
Rule correction before the DM. Blue I
And for two players they are holding inspiration due to being special needs and bringing the A game and helping out others.
No Gaming is Better than Bad Gaming.
I never used inspiration in my games because I didn't like it as a roleplay reward. We're using the new playtest inspiration rules and I really like it. Players get excited when they roll a natural 20, but outside of combat it doesn't mean anything in 5e. Now they get a limited reward. Also takes the edge off of a bad crit damage roll.
The two primary groups I watch give out a kind of Inspiration but not what's written. One group hands them out if something's entertaining. The other hands them out when a player goes deep into roleplay. Both use them as optional "re-roll" of a poor roll rather than the declared advantage method as written (meaning declaring to use inspiration before rolling to create advantage or negating disadvantage).
Human. Male. Possibly. Don't be a divider.
My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong.
I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲
“It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
If it is handed out like a rare commodity then players will keep hold of it until they think it will make a big difference.
If it is handed out like confetti, then players will be far more inclined to use it on smaller things.
As a GM I throw out inspiration when players are clever and are able to get creative with their solutions.
Also when I'm amused by their actions.
I voted "often," but the way I handle inspiration is homebrewed.
I hand out what I call RP points rather frequently for roleplay that is funny, clever, or displays character growth. Players can bank as many RP points as they want. As a free action, they can convert three RP points into DM inspiration, which I allow players to use before or after rolls are made as long as I have not yet adjudicated the results. I frequently ask if my players would like to cash in RP points. They often take me up on it or simply announce that they're using inspiration, hence my vote in the poll.
In contrast, I've been a player in games where DM inspiration is exceedingly rare. When I've gotten it, I've hoarded it. I went through an entire campaign with inspiration I got at level 2. Ended the campaign at level 10 and hadn't touched it.
I don't imagine I am keen on the new inspiration rules simply because my RP points system allows me to reward roleplay, which better fits my DMing and my players' styles, but I do like that it gives a bit more limelight to an oft-ignored game mechanic.
A few weeks ago I started playing in a new campaign where the GM is actively giving out Inspiration on a regular basis. This is the first time since I switched over to 5E that I've been in a game that has actually used it.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Honestly, I try to remember it as DM. But honestly I've already got way too much on my plate to keep track of that token. Honestly glad it's moving to player controlled.
Your homebrew is putting the control in player hands, which is why it gets used. Clever. I like the one dnd version, and hope they keep it. Because unless it's homebrewed into player control, it's just something a DM doesn't have time to consider.
We give out 1 at the end of every session to a player the group decides. So at least 1 every session. I occasionally will give it for other things, though this wouldn't be every session.
Still does not use Inspiration.
Not a lot of change over night, but it looks like Inspiration is/was not a very commonly used mechanic.
She/Her Player and Dungeon Master
Honestly, that it's rarely discussed on the forum says it all. It's a topic with a lot of potential for discussion (what is the threshold for giving it, how frequent you give it, any restrictions on when it can be used, what is.thenbest use of it that you've seen, it's a veritable gold mine for discussion) and yet we basically never see threads even mention it, never mind centered around it pretty much tells me how often it's actually used.
Three of the problems that I see contributing to its [lack of] use are that they don't stack, so people are wary of losing it; it's not mechanically interesting or potent; and there are no mechanical prompts, either for giving it or for using it. 1D&D resolves one of those issues, I wonder if that's enough to push it into the gaming consciousness.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I don't know how other players feel about it, but the two table I play at are not excited about Inspiration as presented in the UA. They like their fist full of dice when it comes to criticals in combat, and advantage isn't exactly hard to get, especially for ability checks, so Advantage as a reward is just not thrilling for them. I am sure it varies from table to table, but I can only speak for what we have seen in our own games. I am not sure they can "fix" the mechanically interesting or potent issues, but we will have to wait and see.
Edit: I guess the UA Inspiration rules should have it's own Poll, but there are already threads talking about it.
She/Her Player and Dungeon Master