The original purpose of inspiration was to give a bit of a reward for roleplaying your character (or entertaining the table, or w/e). It didn't work super well, but it's a legit purpose.
The new inspiration mechanic.. doesn't seem to have any real purpose. It's not like we actually need more incentive to roll 20s.
The biggest criticism of the old inspiration mechanic was that nobody ever remembered it. I believe the purpose of the new mechanic is to make people remember it more.
I have always felt that the problem with the Inspiration system is that Advantage is too common to make for a decent reward. People that are going to role play don't really require a reward to do so, those the don't want to Role Play aren't enticed to do so for something they can get easily enough anyway.
The proposed changes don't really do anything except make Advantage even more common place.
The original purpose of inspiration was to give a bit of a reward for roleplaying your character (or entertaining the table, or w/e). It didn't work super well, but it's a legit purpose.
The new inspiration mechanic.. doesn't seem to have any real purpose. It's not like we actually need more incentive to roll 20s.
I dunno, I honesty agree with you. I guess they're trying to make it sound like it's ok to take double damage on crits away from spell casters, because they get inspiration. Ignoring the fact that martials get it too, in addition to the double damage.
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The biggest criticism of the old inspiration mechanic was that nobody ever remembered it. I believe the purpose of the new mechanic is to make people remember it more.
It's easier to implement, sure... but not having it at all would be even easier. Inspiration should only exist if it's serving a real purpose, and I really don't know what the purpose is.
The biggest criticism of the old inspiration mechanic was that nobody ever remembered it. I believe the purpose of the new mechanic is to make people remember it more.
It's easier to implement, sure... but not having it at all would be even easier. Inspiration should only exist if it's serving a real purpose, and I really don't know what the purpose is.
Inspiration serves the same purpose it always did: to push players to act in character and describe stuff creatively. I guess.
I mean, I'm not sold on it either, but it's not like, mysterious.
I think the new purpose is to help make nat 20s a bit more exciting, especially since crits aren't going to be as powerful in combat anymore. (Spells no longer critting, martial crits now only affecting the weapon dice and not maneuvers/sneak atatck/smites etc.)
I think an additional purpose is to give the players a small thing to think about before they take a long rest as inspiration expires at the start of a long rest in the UA.
Granted the musician feat lets them gain a certain number back and humans also get it back on a long rest.
But I think that's kind of the point its not meant to punish them if they do decide to take the long rest, just more of a "maybe we should do one more thing first" instead of "wasting" a resource.
The new crit rules probably tie into it as well as an attempt to extend the time before the group takes their long rest for the adventuring day.
I do think the new mechanics change the original stated purpose of Inspiration, by adding to it. That's the feeling I get from the interview, anyway. As it is, Advantage is not a good enough reward to be as rare as it is, so making it less rare just makes it make more sense.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
I do think the new mechanics change the original stated purpose of Inspiration, by adding to it. That's the feeling I get from the interview, anyway. As it is, Advantage is not a good enough reward to be as rare as it is, so making it less rare just makes it make more sense.
I honestly don't think that Advantage needs to become more common than it is now. If anything, it should become less common. If they want to create a reward for RP or as a replacement for extra damage from Critical, they should come up with something else.
I do think the new mechanics change the original stated purpose of Inspiration, by adding to it. That's the feeling I get from the interview, anyway. As it is, Advantage is not a good enough reward to be as rare as it is, so making it less rare just makes it make more sense.
I honestly don't think that Advantage needs to become more common than it is now. If anything, it should become less common. If they want to create a reward for RP or as a replacement for extra damage from Critical, they should come up with something else.
Either way, Advantage isn't a good enough reward for something that comes up so infrequently as Inspiration. Even if it were less common, I would want something better to be the reward for Inspiration and/or for Inspiration to be more frequent. I personally don't think Advantage is too common.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
I do think the new mechanics change the original stated purpose of Inspiration, by adding to it. That's the feeling I get from the interview, anyway. As it is, Advantage is not a good enough reward to be as rare as it is, so making it less rare just makes it make more sense.
I honestly don't think that Advantage needs to become more common than it is now. If anything, it should become less common. If they want to create a reward for RP or as a replacement for extra damage from Critical, they should come up with something else.
Either way, Advantage isn't a good enough reward for something that comes up so infrequently as Inspiration. Even if it were less common, I would want something better to be the reward for Inspiration and/or for Inspiration to be more frequent. I personally don't think Advantage is too common.
That is why I said they should come up with something else. Inspiration under current rules and proposed rules is anything but inspiring.
Keep in mind that the new version is not set in stone - its a playtest feature, I would not be surprised if it dies a fairly quick playtest death as everyone keeps forgetting to keep track of it.
Am I the only cynic here? Rolling more clackity clacks drops more dopamine. Advantage and disadvantage are exciting.
Also, I 100% believe that they didn't expect advantage to be as easy to get as it is.
And the "nobody remembered it" problem comes from DMs gatekeeping it. If it never gets handed out, it never gets used. They've said that they're just making the popular house rules a thing, so you wake up it. And now nat 20's give you just a bit more. It's a thing that already has a name, so they aren't going to rename it, even if it doesn't count anymore. D&D is a notoriously poorly named game. Just look at how bouncy and evasive you are being described as how good you are with your right hand (dexterity). This is just one more bad name on the heap.
I've said it in one of the other threads: In my two in-person campaigns (same folks, but 2 different DMs) both PCs have had advantage sitting on their character sheets for weeks, if not months, because I keep either forgetting to use it, or not needing it (either due to high rolls, high stats, or advantage from other sources). The DM in one campaign has tried to give me inspiration at least 3 times since then, and the DM in the other keeps forgetting to remind me (despite wanting to) when I do roll low (we are very slack on allowing advantage after the fact). The only time I might've possibly used it with the full new ruleset in play is the time I rolled a Nat 1 on a perception check. With the 5e rules, a 17. My passive is 26. Without guessing as to how passives will be handled in the new UA, a Nat 1 is the only time I would've gone 'oh shit, I've got inspiration, can I use that?' I feel like the push to make Nat 1s a fail even with skill checks is tied to this push to use inspiration more, but I don't think it's going to work.
If initiative was a reroll (like old Lucky) people would be more inclined to use it, but honestly, my thought is "if it doesn't work for its original purpose, just remove it".
If initiative was a reroll (like old Lucky) people would be more inclined to use it, but honestly, my thought is "if it doesn't work for its original purpose, just remove it".
Agreed. I have never been a fan of the Inspiration system, and don’t want it forced into my games.
The original purpose of inspiration was to give a bit of a reward for roleplaying your character (or entertaining the table, or w/e). It didn't work super well, but it's a legit purpose.
The new inspiration mechanic.. doesn't seem to have any real purpose. It's not like we actually need more incentive to roll 20s.
The biggest criticism of the old inspiration mechanic was that nobody ever remembered it. I believe the purpose of the new mechanic is to make people remember it more.
I have always felt that the problem with the Inspiration system is that Advantage is too common to make for a decent reward. People that are going to role play don't really require a reward to do so, those the don't want to Role Play aren't enticed to do so for something they can get easily enough anyway.
The proposed changes don't really do anything except make Advantage even more common place.
She/Her Player and Dungeon Master
I dunno, I honesty agree with you. I guess they're trying to make it sound like it's ok to take double damage on crits away from spell casters, because they get inspiration. Ignoring the fact that martials get it too, in addition to the double damage.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.It's easier to implement, sure... but not having it at all would be even easier. Inspiration should only exist if it's serving a real purpose, and I really don't know what the purpose is.
Inspiration serves the same purpose it always did: to push players to act in character and describe stuff creatively. I guess.
I mean, I'm not sold on it either, but it's not like, mysterious.
Inspiration on rolling a 20 doesn't do that. It doesn't even relate to that.
Right. That part is just there to remind you it exists.
No, that part obliterates the original purpose.
I think the new purpose is to help make nat 20s a bit more exciting, especially since crits aren't going to be as powerful in combat anymore. (Spells no longer critting, martial crits now only affecting the weapon dice and not maneuvers/sneak atatck/smites etc.)
I think an additional purpose is to give the players a small thing to think about before they take a long rest as inspiration expires at the start of a long rest in the UA.
Granted the musician feat lets them gain a certain number back and humans also get it back on a long rest.
But I think that's kind of the point its not meant to punish them if they do decide to take the long rest, just more of a "maybe we should do one more thing first" instead of "wasting" a resource.
The new crit rules probably tie into it as well as an attempt to extend the time before the group takes their long rest for the adventuring day.
I do think the new mechanics change the original stated purpose of Inspiration, by adding to it. That's the feeling I get from the interview, anyway. As it is, Advantage is not a good enough reward to be as rare as it is, so making it less rare just makes it make more sense.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
I honestly don't think that Advantage needs to become more common than it is now. If anything, it should become less common. If they want to create a reward for RP or as a replacement for extra damage from Critical, they should come up with something else.
She/Her Player and Dungeon Master
Either way, Advantage isn't a good enough reward for something that comes up so infrequently as Inspiration. Even if it were less common, I would want something better to be the reward for Inspiration and/or for Inspiration to be more frequent. I personally don't think Advantage is too common.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
That is why I said they should come up with something else. Inspiration under current rules and proposed rules is anything but inspiring.
She/Her Player and Dungeon Master
Keep in mind that the new version is not set in stone - its a playtest feature, I would not be surprised if it dies a fairly quick playtest death as everyone keeps forgetting to keep track of it.
Wisea$$ DM and Player since 1979.
Am I the only cynic here? Rolling more clackity clacks drops more dopamine. Advantage and disadvantage are exciting.
Also, I 100% believe that they didn't expect advantage to be as easy to get as it is.
And the "nobody remembered it" problem comes from DMs gatekeeping it. If it never gets handed out, it never gets used. They've said that they're just making the popular house rules a thing, so you wake up it. And now nat 20's give you just a bit more. It's a thing that already has a name, so they aren't going to rename it, even if it doesn't count anymore. D&D is a notoriously poorly named game. Just look at how bouncy and evasive you are being described as how good you are with your right hand (dexterity). This is just one more bad name on the heap.
I've said it in one of the other threads: In my two in-person campaigns (same folks, but 2 different DMs) both PCs have had advantage sitting on their character sheets for weeks, if not months, because I keep either forgetting to use it, or not needing it (either due to high rolls, high stats, or advantage from other sources). The DM in one campaign has tried to give me inspiration at least 3 times since then, and the DM in the other keeps forgetting to remind me (despite wanting to) when I do roll low (we are very slack on allowing advantage after the fact). The only time I might've possibly used it with the full new ruleset in play is the time I rolled a Nat 1 on a perception check. With the 5e rules, a 17. My passive is 26. Without guessing as to how passives will be handled in the new UA, a Nat 1 is the only time I would've gone 'oh shit, I've got inspiration, can I use that?' I feel like the push to make Nat 1s a fail even with skill checks is tied to this push to use inspiration more, but I don't think it's going to work.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
If initiative was a reroll (like old Lucky) people would be more inclined to use it, but honestly, my thought is "if it doesn't work for its original purpose, just remove it".
Agreed. I have never been a fan of the Inspiration system, and don’t want it forced into my games.
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