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General Tabletop Discussion
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Ideas for Improving Inspiration
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<blockquote data-quote="CapnZapp" data-source="post: 7514842" data-attributes="member: 12731"><p>Well, this is all well and good from a "defending the rules that are in place" perspective. Are the given Inspiration rules serviceable?</p><p></p><p>Apparently, the answer is yes, at least for some.</p><p></p><p>But for people that are aware of much better ways of implementing it, it comes across mostly as a lost opportunity - a half-assed attempt that mostly feels like being there to cover WotC's ass "we totally threw you guys a bone". </p><p></p><p>Inspiration is not deeply integrated into the game. Know what? I bet the reason is because lots of hardcore D&D gamers feel meta mechanics intrude upon their minmaxing experience. </p><p></p><p>But know what twice? If they had done Inspiration <em>right</em>, that might not have been the end of things! </p><p></p><p>As written Inspiration feels lifted into D&D from another type of game (it also feels uninspired, but I think Angry has already made that joke). And by using advantage - a resource you can't stack - they shortcircuit the "bonus hunt" of the game: with Inspiration, you no longer need to play the game well, since you already got everything that playing the game well can give you: advantage.</p><p></p><p>By integrating Inspiration better into the game they could have accomplished two great things.</p><p></p><p>They could have achieved a significantly higher player adoption (if the mechanic felt more core)</p><p></p><p>They could even have converted more rollplayers into roleplayers (if the mechanic gave you an unique upside not attainable through other means)</p><p></p><p>Both these things are things a good proposal (like mine! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ) addresses: the bonus is no longer advantage, and you need to look up and actually claim those pesky personality traits you once wrote down on your character sheet only to never look at again.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7514842, member: 12731"] Well, this is all well and good from a "defending the rules that are in place" perspective. Are the given Inspiration rules serviceable? Apparently, the answer is yes, at least for some. But for people that are aware of much better ways of implementing it, it comes across mostly as a lost opportunity - a half-assed attempt that mostly feels like being there to cover WotC's ass "we totally threw you guys a bone". Inspiration is not deeply integrated into the game. Know what? I bet the reason is because lots of hardcore D&D gamers feel meta mechanics intrude upon their minmaxing experience. But know what twice? If they had done Inspiration [I]right[/I], that might not have been the end of things! As written Inspiration feels lifted into D&D from another type of game (it also feels uninspired, but I think Angry has already made that joke). And by using advantage - a resource you can't stack - they shortcircuit the "bonus hunt" of the game: with Inspiration, you no longer need to play the game well, since you already got everything that playing the game well can give you: advantage. By integrating Inspiration better into the game they could have accomplished two great things. They could have achieved a significantly higher player adoption (if the mechanic felt more core) They could even have converted more rollplayers into roleplayers (if the mechanic gave you an unique upside not attainable through other means) Both these things are things a good proposal (like mine! :) ) addresses: the bonus is no longer advantage, and you need to look up and actually claim those pesky personality traits you once wrote down on your character sheet only to never look at again. [/QUOTE]
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