D&D 5E How Often Are You Handing Out Inspiration?

KarinsDad

Adventurer
I handed out 2 Inspirations in 8 hours of playing the Starter Set, but I tended to forget to do so. And, my players forgot to use them anyway.

I'm curious to how often those DMs that are playing hand them out and what criteria they use.
 

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Since inspiration is binary (a PC either has it, or not--no stacking), and as players can give it away to other players, I would lean toward as often as possible.

And if I were playing a bard or warlord (fighter), I would work towards gaining it as often as possible to give away to the other PCs.
 

About twice per session, with a few exceptions depending on the circumstances. I try not to be too generous, lest the players asume they will always get it in exchange for cursory RPing.
 

Since inspiration is binary (a PC either has it, or not--no stacking), and as players can give it away to other players, I would lean toward as often as possible.

And if I were playing a bard or warlord (fighter), I would work towards gaining it as often as possible to give away to the other PCs.

The aspect of giving it away to other players is a bit problematic though. First off, it should be given away if the receiving player does something to merit it (according to the Inspiration writeup). Although this is subjective, I would let my players know that they have the option, but don't expect me to be handing out it out to player A a second time if player A is just going to willy nilly give it to player B, and then player A tries to get another one.

Personally, I think that each player that wants it should work for it and I will rarely give it to the same player twice in the same session (especially if they are just giving it away with little thought to merit). Either that, or I will houserule that as DM, I have to approve them handing it to other players (i.e. I have to think that the reason they are handing it over does indeed have merit, or they cannot hand it over).

To me, it's kind of odd that WotC gave the players the options to distribute a metagaming tool like this, but meh. I can always control it.
 

I've only run one session in 5th so far, but I gave an Inspiration to each character at least once for good role-playing and clever actions. I think because it is limited to only one per character, I didn't feel bad about being a bit generous with it. When it was spent, it helped the PCs drive the narrative and do something crucial or flashy, and it generally only helped in one action and didn't unbalance any encounters. Plus I like the idea of them gifting it to other characters, possibly simulating a set-up attack or a rallying cry to help an ally. And since the DM is final arbitrator on handing it out, its pretty easy to manage.
 

Every session ending, I go around to each player without inspiration and ask: "Do you feel you've been acting on your character's traits, flaws, or bonds?"
 

I'm curious to how often those DMs that are playing hand them out and what criteria they use.
Your players -forgot- to use inspiration? How could they turn down a free "+5" to a roll?

Inspiration is another D&D 5 feature that could very easily have been "inspired" right here at ENworld, just like "backgrounds." Which means: I've seen it before, and know how it should be used.

Basically - it's a roleplaying bonus. When your PCs enhance the game, and their characters, by roleplaying their flaws, ideals, alignment, or bonds well, give them inspiration. As long as they can earn it like candy, you should hand it out like candy. After all - if you give them inspiration while they already have it, you haven't lost anything, and you've reminded the player that he has inspiration to use.

To me, it's kind of odd that WotC gave the players the options to distribute a metagaming tool like this, but meh. I can always control it.
Yes, it's weird for players to be giving each other bonuses. But the same thing happened with Aid Another actions. Look at it this way: players who don't already have inspiration are probably not the types to be earning inspiration. If the inspirational PC hands his inspiration out to non-inspirational players, there's not going to be an unbalancing amount going around, since only part of the group is the type to be earning inspiration. (Insert better wording of this concept after this post, thanks.)
 

I was pretty free with it during our first play session. My players, like others here, forget to use it. I'm also finding that most players are working pretty hard at playing to their backgrounds, bonds, and flaws. If they start remembering to use it, I'm going to have to decide if I want them to keep getting it frequently for good role playing, or only for great role playing. I'm leaning toward being more free with it. Everyone is role playing so well. I think they would be doing some anyway, but inspiration is a nice reward.
 

We didn't really use it all in our first playtest.

In fact we found the text describing it VERY confusing. Have another read of it and tell me, can more than one player have Inspiration, or is there 'one' that is passed around?

I assume several can have it, but that makes it weird on the whole give it to someone else.

In any case, we might adopt a similar system we use for Savage Worlds Bennies. We have white poker chips for RPing. These are spread around so everyone can hand them out. A player receives one for a good RP moment. When they get 5 they cash in for a Blue chip which is a Benny. (In our case Inspiration).

Of course, of the player does something REALLY cool or acts out a flaw for eg, they go straight to the Benny. This is rare, but happens. I think I will try this system with Inspiration.

So, to anwser own Q, I will give out more than 1 Inspiration.
 

I haven't used it yet.

When I do, I will grant inspiration only to a PC that purposefully makes a risky or flat-out wrong decision because it makes sense narratively according to her flaws or negative traits.
 

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