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Ideas for Improving Inspiration
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<blockquote data-quote="5ekyu" data-source="post: 7514795" data-attributes="member: 6919838"><p>Obviously it could be a topic divorced from the 5e inspiration but its not seperated from 5e inspiration discussion that include earning mechanical bonuses from playing flaws, the use of inspiration to control of influence the story, etc. </p><p></p><p>It seems quite a bit of discussion on this thread has covered bits of those and spotlight and this presents it as a "mechanical" treatment that avoids the baggage of an in-scene mechanical dice boost with little to no in-scene explanation.</p><p></p><p>Is the purpose of inspiration solely to give player's a means to alter die rolls to have advantage? If so, yes, this is totally different.</p><p></p><p>If the purpose tho includes givong players additional mechanics to influence spotlight, to highlight character traits etc then this is one of those too - just not one that depends on an in-game in-sceen die roll edge being tied to it.</p><p></p><p>But, for GMs who feel a need to carrot this... Who dont think their players will do it or engage with it or enjoy it (or as much) without a carrot - then add this...</p><p></p><p>Each spent inspiration counts towards leveling. Maybe this os as simple as xp. Maybe its a minor milestone. Maybe all four or twice each counts as a major milestone. Maybe its an extra "session" if using session advance.</p><p></p><p>Maybe it pays put when spent. </p><p>Maybe it pays out when the hook is "resolved". Maybe it pays out when thr hook changes (or when it is extended for longer run-time.)</p><p></p><p>This moves the carrot out of scene, player side, just like the "spend".</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7514795, member: 6919838"] Obviously it could be a topic divorced from the 5e inspiration but its not seperated from 5e inspiration discussion that include earning mechanical bonuses from playing flaws, the use of inspiration to control of influence the story, etc. It seems quite a bit of discussion on this thread has covered bits of those and spotlight and this presents it as a "mechanical" treatment that avoids the baggage of an in-scene mechanical dice boost with little to no in-scene explanation. Is the purpose of inspiration solely to give player's a means to alter die rolls to have advantage? If so, yes, this is totally different. If the purpose tho includes givong players additional mechanics to influence spotlight, to highlight character traits etc then this is one of those too - just not one that depends on an in-game in-sceen die roll edge being tied to it. But, for GMs who feel a need to carrot this... Who dont think their players will do it or engage with it or enjoy it (or as much) without a carrot - then add this... Each spent inspiration counts towards leveling. Maybe this os as simple as xp. Maybe its a minor milestone. Maybe all four or twice each counts as a major milestone. Maybe its an extra "session" if using session advance. Maybe it pays put when spent. Maybe it pays out when the hook is "resolved". Maybe it pays out when thr hook changes (or when it is extended for longer run-time.) This moves the carrot out of scene, player side, just like the "spend". [/QUOTE]
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