Neonchameleon
Legend
It's the specific case that I feel doesn't meet the goal of encouraging role playing. But that's not even really an objection, it's just a recognition that meta-mechanics ("Your inspiration is a thing you can give away to other players; you get points for putting yourself in a bad situation") can work at cross-purposes with encouraging the player to think like the character they're playing the role of.
Which is really my main point: a mechanic with the goal of encouraging the player to think like a character is not going to be very good at that goal if it also demands that you remember you're at a table playing a game. So WotC would do well to keep that in mind as they're designing rules.
That's what I thought. And you're looking at the mechanic backwards. You're looking at the game mechanics first rather than fiction first - which makes a lot of sense in a D&D context because D&D started off as a tabletop wargame hack.
There are two basic approaches. Fiction First and Mechanics First. In a Mechanics First system the job of the mechanics are to present a list of options to you you can carry out, and you basically pick your action off the list. In a Fiction First system you are assumed to be able to do whatever the hell you like and the job of the mechanics is to chase after you and give you some sort of resolution. And it's assumed that if you are actually in character you won't think of anything immersion breaking.
Inspiration is Fiction First. You get to take one Inspired Action. You can use it to boost your own actions, or to aid another. If you can think of a good way to aid another that would pass on the inspiration (Bards, I'm looking at you!) you do that. If not you get to go big somewhere else. Wherever you think in character you want to go big. That there is a theoretical action that makes no sense shouldn't be immersion-breaking because you won't see it if immersed because it makes no sense.