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The Case for Inspiration
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<blockquote data-quote="Sword of Spirit" data-source="post: 7391417" data-attributes="member: 6677017"><p>I was initially fine with the concept, but it was way too much information to remember. This coming from the DM who knows most PCs stats better than their players know them, keeps track of multiple NPCs in a battle, and has a role-playing (acting) focused group. So when I say, "It's hard to remember all of those personality traits," that's saying something.</p><p></p><p>Eventually, we switched over to the "Players Award All Inspiration" variant from the DMG. Each player can give out one point of Inspiration per session. It's working well for us. Sometimes players will remember during a session, but more often it pops up as something we do after a session. As the DM, I occasionally award some Inspiration too. In general, players get less that 1 point of Inspiration per session, but they don't need the power boost so it's fine for us.</p><p></p><p>However I've changed two things. The first is that Inspiration always provides a benefit if you spend it. I might declare a failure by 1-2 points with Inspiration to become a success. A bigger failure might provide a minor benefit (opponent drops weapon, someone gets advantage or disadvantage on something related). Or a success that would have worked without Inspiration has some minor benefit. People still don't remember to actually <em>use</em> it very often, so I added another feature.</p><p></p><p>I've added an element I call Impact, which is what you get when you already have Inspiration and get another Inspiration award (rather than the default reward formally known as Diddly Squat). Impact can be stored up indefinitely. I have a few different thing you can buy with different Impact costs. Since we treat inspiration as a way of buying spotlight, Impact works the same way, but in a more story-oriented focus. Right now, options include buying a brief vignette for your character to shine (outside of combat), a campaign development, such as having an NPC friend or foe from your past show up soon in the campaign, or an entire adventure custom designed around your character's backstory. So far, my players almost never spend Impact (even less than Inspiration!) but they seem quite excited to <em>get</em> it. I think they're all saving up for their personalized adventures...</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7391417, member: 6677017"] I was initially fine with the concept, but it was way too much information to remember. This coming from the DM who knows most PCs stats better than their players know them, keeps track of multiple NPCs in a battle, and has a role-playing (acting) focused group. So when I say, "It's hard to remember all of those personality traits," that's saying something. Eventually, we switched over to the "Players Award All Inspiration" variant from the DMG. Each player can give out one point of Inspiration per session. It's working well for us. Sometimes players will remember during a session, but more often it pops up as something we do after a session. As the DM, I occasionally award some Inspiration too. In general, players get less that 1 point of Inspiration per session, but they don't need the power boost so it's fine for us. However I've changed two things. The first is that Inspiration always provides a benefit if you spend it. I might declare a failure by 1-2 points with Inspiration to become a success. A bigger failure might provide a minor benefit (opponent drops weapon, someone gets advantage or disadvantage on something related). Or a success that would have worked without Inspiration has some minor benefit. People still don't remember to actually [I]use[/I] it very often, so I added another feature. I've added an element I call Impact, which is what you get when you already have Inspiration and get another Inspiration award (rather than the default reward formally known as Diddly Squat). Impact can be stored up indefinitely. I have a few different thing you can buy with different Impact costs. Since we treat inspiration as a way of buying spotlight, Impact works the same way, but in a more story-oriented focus. Right now, options include buying a brief vignette for your character to shine (outside of combat), a campaign development, such as having an NPC friend or foe from your past show up soon in the campaign, or an entire adventure custom designed around your character's backstory. So far, my players almost never spend Impact (even less than Inspiration!) but they seem quite excited to [I]get[/I] it. I think they're all saving up for their personalized adventures... [/QUOTE]
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The Case for Inspiration
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