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How often do you use the Inspiration rules?
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<blockquote data-quote="ParanoydStyle" data-source="post: 7567240" data-attributes="member: 6984451"><p>Generally speaking, historically, ALL of my players have been DESPERATE for the agency of having points that allow them to reroll a bad roll a few times a session, so 5ekyu sounds like he (or she) is on a different planet from the one I've been gaming on. Generally speaking, D&D was a harder sell to them than other systems where they had something like the equivalent of Edge in Shadowrun. Like me most of them had done most of their gaming with not D&D. "So I just roll this one die and if it turns out bad I just have to...deal with it?" is how I'd paraphrase their reticence (and I mean, ultimately I never did manage to run a D&D campaign for these folks). </p><p></p><p>Of course...my players also had the worst dice luck imaginable, so that might be a factor in their lust for reroll points.</p><p></p><p></p><p></p><p>I kind of agree, part of the way. I wouldn't call it uninspired (no pun) because things like backgrounds and motivations and ideals are things the D&D game has really needed badly for a while now IMO, and I'm happy to see them mechanically baked in at long last; it's not exactly a brilliant act of creativity, but I do think that this was, to some degree, an inspired design decision. Lackluster...yes, what it does is a little underwhelming, but my main problem is that most of the time it's not even given a chance. Half-hearted...I'm not sure. The system definitely feels like a possibly-grudging concession to modernity and this kind of roleplaying. It does feel kind of half-assed, and like an afterthought. But I'd like to ACTUALLY PLAY with inspiration before solidifying my opinion.</p></blockquote><p></p>
[QUOTE="ParanoydStyle, post: 7567240, member: 6984451"] Generally speaking, historically, ALL of my players have been DESPERATE for the agency of having points that allow them to reroll a bad roll a few times a session, so 5ekyu sounds like he (or she) is on a different planet from the one I've been gaming on. Generally speaking, D&D was a harder sell to them than other systems where they had something like the equivalent of Edge in Shadowrun. Like me most of them had done most of their gaming with not D&D. "So I just roll this one die and if it turns out bad I just have to...deal with it?" is how I'd paraphrase their reticence (and I mean, ultimately I never did manage to run a D&D campaign for these folks). Of course...my players also had the worst dice luck imaginable, so that might be a factor in their lust for reroll points. I kind of agree, part of the way. I wouldn't call it uninspired (no pun) because things like backgrounds and motivations and ideals are things the D&D game has really needed badly for a while now IMO, and I'm happy to see them mechanically baked in at long last; it's not exactly a brilliant act of creativity, but I do think that this was, to some degree, an inspired design decision. Lackluster...yes, what it does is a little underwhelming, but my main problem is that most of the time it's not even given a chance. Half-hearted...I'm not sure. The system definitely feels like a possibly-grudging concession to modernity and this kind of roleplaying. It does feel kind of half-assed, and like an afterthought. But I'd like to ACTUALLY PLAY with inspiration before solidifying my opinion. [/QUOTE]
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Community
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How often do you use the Inspiration rules?
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