CapnZapp
Legend
Angry GM did a thorough analysis of everywhere WotC's implementation went wrong. From that I refined a replacement set of rules. Explaining and justifying them are - I feel - out of scope for this thread. Either ask me or hunt down the original threads here at ENWorldIn another thread some of the (perceived) shortcomings of Inspiration came up

Inspiration
You either have or do not have Inspiration (feel free to use a marker as a reminder). You start every play session with Inspiration. When you have used your Inspiration, you may decide to regain Inspiration. If you don't, you will still regain it at the start of the next play session.
Using Inspiration
When you have Inspiration, you may use it on your turn. When you do, you get a +5 bonus on any single die roll, and you may additionally move up to 20 feet. You must decide before you roll. The movement is extra and does not trigger attacks of opportunity.
To use Inspiration, motivate and describe your action using one of your Traits, Bonds, Ideals or Flaws.
Regaining Inspiration
You regain Inspiration by giving in to your Flaws. You can do this in one of two ways:
• You allow your Flaw to distract you when taking an important action by taking Disadvantage on a significant d20 roll that would otherwise not have it.
• You allow your Flaw to control you by taking an impulsive and dangerous action you would otherwise not have taken.
Motivate and describe your action using one of your Flaws.