One of the problems, I think is the work for the DM. If you’re supposed to give it out for a character rp’ing ideals, flaws and bonds, then the DM is supposed to keep all those straight for 4-6 characters, in addition to the other parts of running a game. And make constant judgement calls about if a person is doing it. It’s just one more thing for the DM to track. And my table doesn’t use ideals, flaws, etc., we just make a character with a personality and don’t really write down what it is in terms of specific categories.
I think I give out 2 or 3 a session, but I like to reward the RP part and I do set my DC for skill checks a bit high, so they used out of combat quite a bit. I think cause I'm not stingy with rewarding it my players aren't stingy using it. But it's all subjective anyways.
I am not sure they can "fix" the mechanically interesting or potent issues, but we will have to wait and see.
Potent is easy. Well, sort of. Just make it more powerful, rather than Advantage, which, as you note, is easy to get without the hassle of inspiration. You could even make it interesting at the same time by linking it to your class or even subclass abilities. A sweeping one could be that it grants you an extra use of your abilities that you can normally only use a number of times equal to your PB or otherwise limited. Alternatively, you could come up with a unique ability for each class (or subclass) that gets powered by Inspiration. You got Inspiration? Great! You can now do this thing that you can never do otherwise! That would register in my consciousness far more prominently than a single Advantage at-will.
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If you’re supposed to give it out for a character rp’ing ideals, flaws and bonds, then the DM is supposed to keep all those straight for 4-6 characters, in addition to the other parts of running a game.
Yeah, not happening. I have enough to worry about with my fifty NPCs, never mind what the PCs minutiae are. Personally, I grant it for particularly flavourful RPing. Not in the sense of being a Shakespearean actor, but taking interesting decisions obviously inspired by the character.
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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.
My table doesn't have utilize inspiration unless there's a bard around to utilize/give it.
That being said our table does use a homebrewed rule system for a system of "bennies" that is essentially given out similar to 5e version of inspiration suggested to DM's.
If a player does a roleplay moment that is considered spectacular than the DM can choose to award a "bennie" (we use poker chips). The poker chips can be utilized across any of the campaigns you play (we have two going) and it costs five bennies to up a ability point, or it could be utilized to save you if you're character died and couldn't get revived somehow (often in the form of a deity taking notice of your character and thus choosing to give you life, it's intertwined into the story).
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One of the problems, I think is the work for the DM. If you’re supposed to give it out for a character rp’ing ideals, flaws and bonds, then the DM is supposed to keep all those straight for 4-6 characters, in addition to the other parts of running a game. And make constant judgement calls about if a person is doing it. It’s just one more thing for the DM to track.
And my table doesn’t use ideals, flaws, etc., we just make a character with a personality and don’t really write down what it is in terms of specific categories.
I think I give out 2 or 3 a session, but I like to reward the RP part and I do set my DC for skill checks a bit high, so they used out of combat quite a bit.
I think cause I'm not stingy with rewarding it my players aren't stingy using it.
But it's all subjective anyways.
Potent is easy. Well, sort of. Just make it more powerful, rather than Advantage, which, as you note, is easy to get without the hassle of inspiration. You could even make it interesting at the same time by linking it to your class or even subclass abilities. A sweeping one could be that it grants you an extra use of your abilities that you can normally only use a number of times equal to your PB or otherwise limited. Alternatively, you could come up with a unique ability for each class (or subclass) that gets powered by Inspiration. You got Inspiration? Great! You can now do this thing that you can never do otherwise! That would register in my consciousness far more prominently than a single Advantage at-will.
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.
Yeah, not happening. I have enough to worry about with my fifty NPCs, never mind what the PCs minutiae are. Personally, I grant it for particularly flavourful RPing. Not in the sense of being a Shakespearean actor, but taking interesting decisions obviously inspired by the character.
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.
My table doesn't have utilize inspiration unless there's a bard around to utilize/give it.
That being said our table does use a homebrewed rule system for a system of "bennies" that is essentially given out similar to 5e version of inspiration suggested to DM's.
If a player does a roleplay moment that is considered spectacular than the DM can choose to award a "bennie" (we use poker chips). The poker chips can be utilized across any of the campaigns you play (we have two going) and it costs five bennies to up a ability point, or it could be utilized to save you if you're character died and couldn't get revived somehow (often in the form of a deity taking notice of your character and thus choosing to give you life, it's intertwined into the story).