Vyvyan Basterd
Adventurer
Though I do wonder how long you've been playing with these rules that were revealed on Monday if you've had enough time to have Kerry and Fred develop an expectation of use that is deep enough that they feel cheated not having it. Do you typically play with Mearls' columns as part of your ruleset?
Nope. But we've played games that use similar mechanics.
There's a big difference you're glossing over there. The rage in Starbucks or in traffic stems from a lack of control over the scenario. You have control over the game. You can influence your fellow players and DMs. You at least have control over whether or not you participate. If you cannot enjoy the experience, you can go do something else...and you probably should!
We do. But then I've had to shelf many great games that contain this kind of mechanic because my players and I cannot reach a middle ground. I get to pull these games off the shelf for one-shots at Gamedays, but that's it.
Another skill D&D teaches you: self-confidence in your own judgements. As a DM, you should do it when you want to, and not do it when you don't want to. Your players should trust you to do it fairly, and/or not give that much of a fig if you flub it a few times.
I think you miss my point. I want to use the rule, I want to hand out FP/PP/etc. I'm just not great at recognizing times to do so. Every DM has his weak points.
But without that skill, I get that squishy kinds of "do it when it FEELS RIGHT" judgement calls can get hairy. Which is why mechanical elements like Goals come in. Or to take from the article, bonds: your character gains this Inspiration in an encounter that is associated with their bonds. As an example Handing out these points doesn't need to be squishy and vague, it can be as codified as XP (which, presumably, you don't have problems giving out?).
Things like this help. But I'd prefer that games I enjoy not to have these kind of rules in the first place. I'm not saying it's the RIGHT way, I've just given my opinion and an example alternative that WotC could design around instead.
I could see removing this from the DM's hands and putting it in the players': everyone has a point of Inspiration that they can't use, but that they can give to someone else once per session (or whatever). Now there's a precise amount in existence and it's not on you to figure out what you want to give it out for.
I'd prefer it be linked to something and not just "Action Points 2: Inspirational Bugaloo."
But now we're a far cry from "Some players will feel cheated if they can't play with the Inspiration mechanic, even though Mike said it's 'valid' to not use it."
'Cheated' was the consensus in other similar systems from two of my three players.