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How Would You Make Inspiration More Used?
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<blockquote data-quote="the Jester" data-source="post: 8739868" data-attributes="member: 1210"><p>I guess I'm in the vast minority in that all the 5e games I have run or played in see inspiration used a lot. I think typically we see it happen multiple times per session. Probably like six.</p><p></p><p>Anyway, I like the idea of promoting more use of inspiration. I don't like the playtest's "roll a 20, gain inspiration" AT ALL. That's.... no. If anything, I'd grant inspiration on a natural 1. </p><p></p><p>So here's what I would do to get more inspiration flowing in groups that don't tend to use it. First, I'd have more explicit guidelines on awarding it. For example, I might say that you should grant a player inspiration:</p><ul> <li data-xf-list-type="ul">When the player roleplays their character in a way that is true to the character's established personality, but contrary to their interests (for example, an honest character who admits the party is trying to infiltrate a castle to the guards).</li> <li data-xf-list-type="ul">When the character completes a quest, accomplishes a goal, or fulfills a personal mission that doesn't involve danger and thus isn't worth xp.</li> <li data-xf-list-type="ul">When the player "lubricates the game" (i.e. makes it run smoother- perhaps by bringing snacks, giving another player a ride, taking notes, being the party treasurer, mapping, etc).</li> <li data-xf-list-type="ul">When the player makes a piece of art, an in character document such as a journal entry or poem, etc.</li> </ul><p></p><p>The other thing I'd do (and I do do, in my own games) is have more stuff that ties in to inspiration: spells and magic items that let you use it in different ways, subclasses that modify how it works for you, feats that interact with it, etc. </p><p></p><p>The combination of explicit guidance and multiple in game prods that modify it would probably push a lot more groups into remembering about it.</p></blockquote><p></p>
[QUOTE="the Jester, post: 8739868, member: 1210"] I guess I'm in the vast minority in that all the 5e games I have run or played in see inspiration used a lot. I think typically we see it happen multiple times per session. Probably like six. Anyway, I like the idea of promoting more use of inspiration. I don't like the playtest's "roll a 20, gain inspiration" AT ALL. That's.... no. If anything, I'd grant inspiration on a natural 1. So here's what I would do to get more inspiration flowing in groups that don't tend to use it. First, I'd have more explicit guidelines on awarding it. For example, I might say that you should grant a player inspiration: [LIST] [*]When the player roleplays their character in a way that is true to the character's established personality, but contrary to their interests (for example, an honest character who admits the party is trying to infiltrate a castle to the guards). [*]When the character completes a quest, accomplishes a goal, or fulfills a personal mission that doesn't involve danger and thus isn't worth xp. [*]When the player "lubricates the game" (i.e. makes it run smoother- perhaps by bringing snacks, giving another player a ride, taking notes, being the party treasurer, mapping, etc). [*]When the player makes a piece of art, an in character document such as a journal entry or poem, etc. [/LIST] The other thing I'd do (and I do do, in my own games) is have more stuff that ties in to inspiration: spells and magic items that let you use it in different ways, subclasses that modify how it works for you, feats that interact with it, etc. The combination of explicit guidance and multiple in game prods that modify it would probably push a lot more groups into remembering about it. [/QUOTE]
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