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AngryGM: Tweaking the core of D&D 5e
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<blockquote data-quote="CapnZapp" data-source="post: 7070025" data-attributes="member: 12731"><p>And in order to keep my own standards, here's my campaign rule, condensing my personal interpretation of what the link talks about:</p><p></p><p><u>Inspiration</u></p><p>You either have or do not have Inspiration (feel free to use a marker as a reminder). </p><p></p><p>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.</p><p></p><p><u>Using Inspiration</u></p><p>When you have Inspiration, you may use it on your own turn. Using inspiration is not an action.</p><p></p><p>To use Inspiration, motivate and describe your action using one of your Traits, Bonds, Ideals or Flaws. When you do, you get a +5 bonus on any single die roll, and you may immediately move up to 20 feet in any direction. This movement is free and does not count towards your regular movement allowance.</p><p></p><p><u>Regaining Inspiration</u></p><p>During a play session, you regain Inspiration by giving in to your Flaws. Motivate and describe your action using one of your Flaws. </p><p></p><p>You can do this in one of two ways:</p><p>• 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.</p><p>• You allow your Flaw to control you by taking an impulsive and dangerous action you would otherwise not have taken.</p><p></p><p>The GM is the final judge of what counts as "significant" and "impulsive and dangerous", respectively.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7070025, member: 12731"] And in order to keep my own standards, here's my campaign rule, condensing my personal interpretation of what the link talks about: [U]Inspiration[/U] 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. [U]Using Inspiration[/U] When you have Inspiration, you may use it on your own turn. Using inspiration is not an action. To use Inspiration, motivate and describe your action using one of your Traits, Bonds, Ideals or Flaws. When you do, you get a +5 bonus on any single die roll, and you may immediately move up to 20 feet in any direction. This movement is free and does not count towards your regular movement allowance. [U]Regaining Inspiration[/U] During a play session, you regain Inspiration by giving in to your Flaws. Motivate and describe your action using one of 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. The GM is the final judge of what counts as "significant" and "impulsive and dangerous", respectively. [/QUOTE]
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