So under the play test materials for the new unearth arcana, a natural 20 on any test equals Inspiration. There are a couple other rules that go along with it, but that's the gist.
Many of the people in this forum have made note that this promotes a "rich get richer" mentality. It has also been stated that rolling a Nat 20 under the new rules automatically grants you success regardless of the DC, or if you're attacking you get a crit, so you have achieved something great either way. Rewarding success with success seems a little counterintuitive. I actually prefer leaving inspiration in the hands of the DM. I use it all the time as a gift for players who are particularly creative or heroic or role play their character exceptionally well, or even for those who remind me of a rule consideration even when it is to their detriment. This promotes good and fair play. My own style of DMing aside, my suggestion for an update to the unearthed arcana rule is as follows:
If a player rolls a Nat 20 on a test, that player May then grant inspiration to one PC who witnessed it. In other words, the player who rolled the 20 succeeded so greatly that they inspire those around them, in this case one PC of the roller's choice.
In my opinion the above suggested rule reflects the fact that watching someone do something heroic or epic will often inspire those around them in real life.
I don't dislike your suggested change, but there's also the line in the playtest "If something gives you Inspiration and you already have it, you can give Inspiration to a player character in your group who lacks it", which covers some of your suggested fix.
Generally, I like the lean-in on inspiration mechanics represented in the playtest. In games I play and run, players often forget they have it, and I often forget to hand it out "in the moment" (though I sometimes hand it out retroactively when doing up my notes).
Having a mechanical trigger for inspiration makes for a bit less of an "I earned this with great roleplay" in the player's minds, but it will probably show up more frequently in some games. Having it go away at the end of long rests will also encourage folks to use it soonish, rather than waiting for the "perfect moment".
I understand the reasoning behind gaining inspiration on a 1 instead of a 20, but it still benefits characters that roll more dice, so it does not solve what, for me, is the main issue here.
I'm fine with keeping inspiration something the DM awards for good ideas and roleplay.
Another option would be to make the proposed rule into a feat.
But the inspiration can already be passed on to others player, so there is no different.
I believe instead that natural 1 must be balanced. With a critical failure you will have consequences such as dropping the weapon, breaking the bowstring etc. or disadvantage on the next roll. Just to counterbalance the natural 20 effects. After all, you did something disastrous and you have to pay the consequences.
I had an inspiration thought -- instead of a reroll, why not hand out a d6 (sort of like Bardic Inspiration) where the player could apply it to any dice roll. It could be applied to an attack roll, damage roll, saving throw, whatever. Small chunk instead of a 2d20 Advantage thing seems like it has a more minimal effect on the game and it's a lot easier to argue that a player might be able to collect more than one inspiration die. And one could say that these dice might not carry over from one session to the next, which would encourage players to use them more often.
The current system is okay, but my players never want to use inspiration until a "critical moment" and so they never get to earn new ones since they already have them. The system seems to break down at my table. :(
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Player * Game Master * Started with OD&D in 1975
"Don't ask me what you need to hit. Just roll the die and I will let you know!" -- Dave Arneson
So under the play test materials for the new unearth arcana, a natural 20 on any test equals Inspiration. There are a couple other rules that go along with it, but that's the gist.
Many of the people in this forum have made note that this promotes a "rich get richer" mentality. It has also been stated that rolling a Nat 20 under the new rules automatically grants you success regardless of the DC, or if you're attacking you get a crit, so you have achieved something great either way. Rewarding success with success seems a little counterintuitive. I actually prefer leaving inspiration in the hands of the DM. I use it all the time as a gift for players who are particularly creative or heroic or role play their character exceptionally well, or even for those who remind me of a rule consideration even when it is to their detriment. This promotes good and fair play. My own style of DMing aside, my suggestion for an update to the unearthed arcana rule is as follows:
If a player rolls a Nat 20 on a test, that player May then grant inspiration to one PC who witnessed it. In other words, the player who rolled the 20 succeeded so greatly that they inspire those around them, in this case one PC of the roller's choice.
In my opinion the above suggested rule reflects the fact that watching someone do something heroic or epic will often inspire those around them in real life.
Shawn D. Robertson
"Deride not the differing views of others, for it is in thoughtful and considerate conversation we find our greatest friends."
~Me~
I don't dislike your suggested change, but there's also the line in the playtest "If something gives you Inspiration and you already have it, you can give Inspiration to a player character in your group who lacks it", which covers some of your suggested fix.
Generally, I like the lean-in on inspiration mechanics represented in the playtest. In games I play and run, players often forget they have it, and I often forget to hand it out "in the moment" (though I sometimes hand it out retroactively when doing up my notes).
Having a mechanical trigger for inspiration makes for a bit less of an "I earned this with great roleplay" in the player's minds, but it will probably show up more frequently in some games. Having it go away at the end of long rests will also encourage folks to use it soonish, rather than waiting for the "perfect moment".
Either have it:
if you roll a 20, give inspiration to another player.
Or
if you roll a 1, get inspiration.
I really like the idea of inspiration on a nat 1.
Having a previous failure mechanically influence a current success just has such great story tones to it.
I understand the reasoning behind gaining inspiration on a 1 instead of a 20, but it still benefits characters that roll more dice, so it does not solve what, for me, is the main issue here.
I'm fine with keeping inspiration something the DM awards for good ideas and roleplay.
Another option would be to make the proposed rule into a feat.
But the inspiration can already be passed on to others player, so there is no different.
I believe instead that natural 1 must be balanced. With a critical failure you will have consequences such as dropping the weapon, breaking the bowstring etc. or disadvantage on the next roll. Just to counterbalance the natural 20 effects. After all, you did something disastrous and you have to pay the consequences.
G-DM
I had an inspiration thought -- instead of a reroll, why not hand out a d6 (sort of like Bardic Inspiration) where the player could apply it to any dice roll. It could be applied to an attack roll, damage roll, saving throw, whatever. Small chunk instead of a 2d20 Advantage thing seems like it has a more minimal effect on the game and it's a lot easier to argue that a player might be able to collect more than one inspiration die. And one could say that these dice might not carry over from one session to the next, which would encourage players to use them more often.
The current system is okay, but my players never want to use inspiration until a "critical moment" and so they never get to earn new ones since they already have them. The system seems to break down at my table. :(
Player * Game Master * Started with OD&D in 1975
"Don't ask me what you need to hit. Just roll the die and I will let you know!" -- Dave Arneson
Love it!
Shawn D. Robertson
"Deride not the differing views of others, for it is in thoughtful and considerate conversation we find our greatest friends."
~Me~