I know that players must play according to their bonds and flaws and so on in order to get inspiration, but does that mean they have to play according to some of their traits, or all of them. And what happens if there is a conflicting bond and flaw. How would a player get inspiration?
Really this is up to the DM. I try to award it for things I want to encourage. so whether or not the bonds/flaws contradict I would award inspiration for good role play. I've rewarded inspiration for sub optimal game-play where the player did what their character would do rather than meta-game for the best option. I always considered traits etc guidelines, to help the player but not strict rules, as long as everyone is having fun. So as per my first point I'd say it's up to you as DM to encourage the types of game play you want to see at your table
Inspiration as written sucks. It gets hoarded by players and rarely is useful. I want inspiration to be a thing players actually use. It is common therefore that at least one player will gain inspiration every session - usually it's most people. In several instances I've given inspiration to the whole party because they worked together real well. As a DM give inspiration and give it for a reason, but change up how it can be used. That way it will be used not hoarded.
My House Rule is as follows:
DM will award inspiration for particularly good role playing moments (not just in line with character traits, but inventive solutions, or difficult persuasions to avoid fights that kind of thing). I'll often even give inspiration for jokes, tactics, or conversations that clearly impress the whole group.
Inspiration granted by DM may be used to reroll any dice roll. By rerolling the inspiration is spent/used. [This is instead of giving advantage. From a story perspective this can be played as having attempted the task and begun to fail, you have a minor ephiphany of how to succeed at the task.]
Inspiration granted by DM does not stack.
Inspiration granted by DM cannot be given to other players. [Standard rules allow for it to be passed on, but my experience is that it rarely ever is and is less justifiable from a story perspective.]
Inspiration granted by DM expires after a long rest, or 24 hour (in game) period. [This I think leans into the roleplay aspects and allows for people to be rewarded even if they didn't use a previous session's inspiration]
I hate the Inspiration rule and don’t use it at all. I award additional XP for those instances of strong RP instead. My table’s main DM also doesn’t use it and awards nothing extra for those RP moments, in his mind that’s just what’s expected and therefore needs no additional encouragement. In fact, out of all the games I’ve played in with various DMs, only one of them ever awarded Inspiration, but we kept forgetting to use it so she gave up.
I run a homebrew mechanic that allows players to get and use inspiration a lot more frequently, so the answer at my table is not very far at all.
I award 1 "RP point" for especially funny, creative, or character-developing choices made in a session. My players tend to earn one per session, and there is no limit on how many they can have in the bank. At any time, they can cash in 3 RP points for DM inspiration on any roll as long as I haven't adjudicated the results - and they haven't already used DM inspiration for that roll. They can also cash in 5 RP points for a Flashback, which I ripped from Blades In The Dark for my heist-heavy campaign.
I find that giving RP points allows me to reward players more frequently, encourages them to be creative and take risks, and prevents inspiration hoarding. Not for every table, but both of mine have enjoyed it.
I give them ‘dice’ from an npc or in the case of Witchlight ‘dandelions’ they can use as a reaction to re-roll one attack or saving throw roll once per day-effectively inspiration. Reasoning is frankly I forget to give inspiration and it can feel unfair as spotlight players/great rp’ers will consistently get inspiration while good reliable players who play well get none.
I give them ‘dice’ from an npc or in the case of Witchlight ‘dandelions’ they can use as a reaction to re-roll one attack or saving throw roll once per day-effectively inspiration. Reasoning is frankly I forget to give inspiration and it can feel unfair as spotlight players/great rp’ers will consistently get inspiration while good reliable players who play well get none.
So, here's the thing I advise not thinking of it as awarding for 'good' or 'great' but just start awarding it. Don't always give a reason - just award it.
For example - got a PC who is shy and always quiet? They've buffed or supported other players the whole fight? Award some inspiration for staying consistent and taking the otherwise 'boring' options. They've been the one keeping the party fighting. Play it off as when the player character buffs another character they suddenly have a moment of connection with the other members of the team. Their unflinching support of the team is fulfilling an the PC feels inspired as a result.
Got the PC who is insanely clumsy? - Award inspiration after they try to do something they're not great at for the umpteenth time. Recount that no matter how often they fail they're always willing to dust themselves off, and try again - their persistance might even inspire the whole team due to their inability to admit defeat.
Like much within the DM's Guide it's dreadfully worded and frankly there isn't an excuse for how badly written it is. However, if you start thinking about how else you could play off an award of inspiration - that changes the game radically.
Yah, I just find it so arbitrary-player has a phenomenal play then rolls a Nat 1 on a skill check..no inspiration. And the overarching problems of tracking who has or doesn’t have inspiration..and forgetting to reward it is easily solved with the one inspiration dice per day for each character. Also, you can still give out additional inspiration that stacks for inspired play.
I know that players must play according to their bonds and flaws and so on in order to get inspiration, but does that mean they have to play according to some of their traits, or all of them. And what happens if there is a conflicting bond and flaw. How would a player get inspiration?
Really this is up to the DM. I try to award it for things I want to encourage. so whether or not the bonds/flaws contradict I would award inspiration for good role play. I've rewarded inspiration for sub optimal game-play where the player did what their character would do rather than meta-game for the best option. I always considered traits etc guidelines, to help the player but not strict rules, as long as everyone is having fun. So as per my first point I'd say it's up to you as DM to encourage the types of game play you want to see at your table
Inspiration as written sucks. It gets hoarded by players and rarely is useful. I want inspiration to be a thing players actually use. It is common therefore that at least one player will gain inspiration every session - usually it's most people. In several instances I've given inspiration to the whole party because they worked together real well. As a DM give inspiration and give it for a reason, but change up how it can be used. That way it will be used not hoarded.
My House Rule is as follows:
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
This is totally up to the DM. One that I play with regularly forgets about this option and you get used to not having it quickly enough anyway...
I hate the Inspiration rule and don’t use it at all. I award additional XP for those instances of strong RP instead. My table’s main DM also doesn’t use it and awards nothing extra for those RP moments, in his mind that’s just what’s expected and therefore needs no additional encouragement. In fact, out of all the games I’ve played in with various DMs, only one of them ever awarded Inspiration, but we kept forgetting to use it so she gave up.
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I run a homebrew mechanic that allows players to get and use inspiration a lot more frequently, so the answer at my table is not very far at all.
I award 1 "RP point" for especially funny, creative, or character-developing choices made in a session. My players tend to earn one per session, and there is no limit on how many they can have in the bank. At any time, they can cash in 3 RP points for DM inspiration on any roll as long as I haven't adjudicated the results - and they haven't already used DM inspiration for that roll. They can also cash in 5 RP points for a Flashback, which I ripped from Blades In The Dark for my heist-heavy campaign.
I find that giving RP points allows me to reward players more frequently, encourages them to be creative and take risks, and prevents inspiration hoarding. Not for every table, but both of mine have enjoyed it.
I give them ‘dice’ from an npc or in the case of Witchlight ‘dandelions’ they can use as a reaction to re-roll one attack or saving throw roll once per day-effectively inspiration. Reasoning is frankly I forget to give inspiration and it can feel unfair as spotlight players/great rp’ers will consistently get inspiration while good reliable players who play well get none.
So, here's the thing I advise not thinking of it as awarding for 'good' or 'great' but just start awarding it. Don't always give a reason - just award it.
For example - got a PC who is shy and always quiet? They've buffed or supported other players the whole fight? Award some inspiration for staying consistent and taking the otherwise 'boring' options. They've been the one keeping the party fighting. Play it off as when the player character buffs another character they suddenly have a moment of connection with the other members of the team. Their unflinching support of the team is fulfilling an the PC feels inspired as a result.
Got the PC who is insanely clumsy? - Award inspiration after they try to do something they're not great at for the umpteenth time. Recount that no matter how often they fail they're always willing to dust themselves off, and try again - their persistance might even inspire the whole team due to their inability to admit defeat.
Like much within the DM's Guide it's dreadfully worded and frankly there isn't an excuse for how badly written it is. However, if you start thinking about how else you could play off an award of inspiration - that changes the game radically.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
Yah, I just find it so arbitrary-player has a phenomenal play then rolls a Nat 1 on a skill check..no inspiration. And the overarching problems of tracking who has or doesn’t have inspiration..and forgetting to reward it is easily solved with the one inspiration dice per day for each character. Also, you can still give out additional inspiration that stacks for inspired play.
Great! Thanks!