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General Tabletop Discussion
*Dungeons & Dragons
Inspiration & Hero Points Math
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<blockquote data-quote="GlassJaw" data-source="post: 7423337" data-attributes="member: 22103"><p>If the d6 can be added after my roll, I'd always take the d6 over advantage, even if I don't know the target number. The biggest "disadvantage" of advantage (see what I did there?) is that per RAW, you have to decide to use it BEFORE you roll. And as the math shows, it becomes a lot more effective if you use it after you see your roll (again, not allowed per RAW).</p><p></p><p>I like the concept of Inspiration in theory but definitely agree that it needs something to make it more engaging. Most of the time my players completely forget about it.</p><p></p><p>I've experimented with a Hero Point system that I ported over from Trailblazer. I used the Hero Point system in the DMG and revised it for 5E. It worked really well but was a bit too complex for my group of mostly inexperienced gamers. It also doesn't play very well alongside Inspiration (I would use one or the other in future experiments). </p><p></p><p>Complexity aside, it was a lot more engaging for the players but it's definitely more powerful than Inspiration so keep that in mind. It probably would work best in a high-action/low-magic campaign like Conan where there are fewer modifiers in the mix but you want the players to punch up fairly often.</p><p></p><p>A friend of mine uses a modified Inspiration system that I really like: each player can have up to 3 Inspiration points. Gaining advantage on a roll costs 1 point (standard Inspiration), rerolling (after your initial roll but before you know the result) costs 2. There are some additional options but that's the meat of it.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7423337, member: 22103"] If the d6 can be added after my roll, I'd always take the d6 over advantage, even if I don't know the target number. The biggest "disadvantage" of advantage (see what I did there?) is that per RAW, you have to decide to use it BEFORE you roll. And as the math shows, it becomes a lot more effective if you use it after you see your roll (again, not allowed per RAW). I like the concept of Inspiration in theory but definitely agree that it needs something to make it more engaging. Most of the time my players completely forget about it. I've experimented with a Hero Point system that I ported over from Trailblazer. I used the Hero Point system in the DMG and revised it for 5E. It worked really well but was a bit too complex for my group of mostly inexperienced gamers. It also doesn't play very well alongside Inspiration (I would use one or the other in future experiments). Complexity aside, it was a lot more engaging for the players but it's definitely more powerful than Inspiration so keep that in mind. It probably would work best in a high-action/low-magic campaign like Conan where there are fewer modifiers in the mix but you want the players to punch up fairly often. A friend of mine uses a modified Inspiration system that I really like: each player can have up to 3 Inspiration points. Gaining advantage on a roll costs 1 point (standard Inspiration), rerolling (after your initial roll but before you know the result) costs 2. There are some additional options but that's the meat of it. [/QUOTE]
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