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How Would You Make Inspiration More Used?
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<blockquote data-quote="edosan" data-source="post: 8739994" data-attributes="member: 7032094"><p>I love the thought behind inspiration, stealing from Fate or Savage Worlds the idea that you can gain a future mechanical advantage by role playing to your weaknesses but in practice it’s just another thing I have to keep track of (assuming the players bothered to make up interesting bonds or traits). Also since you only get one precious inspiration point, my players tend to hoard then forget them. I think if we could make inspiration more player-driven it might solve those problems.</p><p></p><p>For me, the first easy fix is to do what most tables do as a house rule anyway - let inspiration be a re-roll instead of rolling with advantage. It’s always a letdown when you spend your one inspiration point to roll a seventeen and a sixteen.</p><p></p><p>The YouTuber DM Scotty had a thing called “luck dice” - a pool of D6s that he would give out as a variety of things, from role playing to failing a skill check and some other stuff I can’t remember right now - and I’m thinking about using that next time instead of inspiration because that seems like it wouldn’t be prone to hoarding like one point of inspiration tends to be, plus it feels more fun to give out a lot of little rewards as opposed to the occasional big one.</p></blockquote><p></p>
[QUOTE="edosan, post: 8739994, member: 7032094"] I love the thought behind inspiration, stealing from Fate or Savage Worlds the idea that you can gain a future mechanical advantage by role playing to your weaknesses but in practice it’s just another thing I have to keep track of (assuming the players bothered to make up interesting bonds or traits). Also since you only get one precious inspiration point, my players tend to hoard then forget them. I think if we could make inspiration more player-driven it might solve those problems. For me, the first easy fix is to do what most tables do as a house rule anyway - let inspiration be a re-roll instead of rolling with advantage. It’s always a letdown when you spend your one inspiration point to roll a seventeen and a sixteen. The YouTuber DM Scotty had a thing called “luck dice” - a pool of D6s that he would give out as a variety of things, from role playing to failing a skill check and some other stuff I can’t remember right now - and I’m thinking about using that next time instead of inspiration because that seems like it wouldn’t be prone to hoarding like one point of inspiration tends to be, plus it feels more fun to give out a lot of little rewards as opposed to the occasional big one. [/QUOTE]
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How Would You Make Inspiration More Used?
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