D&D 5E (2014) Awarding Inspiration

"The Mating Habits of Creatures That Might Kill You." Second edition.


Given that there are no solid rules for a question that comes up rather often, i imagine it's best to adopt this as well. Don't roll, just look at character background and skills and extrapolate what they might know. DM fiat! Always right (even when it's wrong).
 

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I haven't seen inspiration ever rewarded in my time spent playing 5e (which admittedly isn't that much). Both the game I DM and the game I play in a very laid back and casual in tone. We often make jokes and we all like to make each other laugh, even if it disrupts the flow of the game. Most of our role playing isn't very serious so if I ever want inspiration to be used I'll probably have to think of different criteria for awarding it.

Right now the best I've come up with is if someone does something that grabs the interest of the whole table. Someone performs a swashbuckling chandelier ride in combat. Someone delivers an especially witty insult to the pompous noble.
 

I haven't seen inspiration ever rewarded in my time spent playing 5e (which admittedly isn't that much). Both the game I DM and the game I play in a very laid back and casual in tone. We often make jokes and we all like to make each other laugh, even if it disrupts the flow of the game. Most of our role playing isn't very serious so if I ever want inspiration to be used I'll probably have to think of different criteria for awarding it.

Right now the best I've come up with is if someone does something that grabs the interest of the whole table. Someone performs a swashbuckling chandelier ride in combat. Someone delivers an especially witty insult to the pompous noble.

Oh, we joke too. A whole lot. Hell, i think that's half the reason i show up. But i like your idea for the "Crazy stunts", that should be Inspiration rewards. My problem is just remembering to reward it.
 

I'm not a fan of the mechanic really so i have only awarded one inspiration and you really have to do something heroic or special to get it. I don't see that many inspirations given out IMC.
 

I love this mechanic, I think it is a great new addition to D&D. BUT...i forget to do it. Like, I consistently forget to do it, for some reason it's not at the forefront of my mind. So what might help is to lay out some "triggers" for when it is an excellent time to reward a player on the spot.

Any ideas or examples from your own campaigns? Does anyone else forget to do this too?

"Good roleplaying" is the obvious one and probably the most common.

Nebulous

Anytime the player does something to the detriment of the party or his character because the character should do that thing.

EG: Groo's player knows they're about to be going into battle. And he knows that if he fails the Con Save vs Booze, he's going to have disadvantage on Dex Saves... but has Groo drink anyway...

EG: Sarc's player knows that he can't keep the treasure (due to AL rules), but still hides the treasure from the rest of the party until time to divvy it up at end of session.

Anytime it drives the story

EG: Sarc goes after cultists at night, because they're coming after him, which leads to deep disdain, and more assassination attempts.

EG: Grimwold stops the party from hunting that stag, because he's gotten a warning about it. Grim then tries to talk to the stag, and finds out the stag wasn't always a stag...
 

Inspiration dosen't exist to force a player to play in a certain way.
It's there so the players who play in a certain way get a reward.

I've had some players that didn't play like described in their background, so we just changed their background to fit their style of play. More fun for everyone, and nobody feel forced to play in a certain way.

In our game anyone can point out that someone should be awarded an inspiration point, and if most of us agree the person receives an inspiration.
You could say that the DM and players together decide about inspiration points.
 

I love this mechanic, I think it is a great new addition to D&D. BUT...i forget to do it. Like, I consistently forget to do it, for some reason it's not at the forefront of my mind. So what might help is to lay out some "triggers" for when it is an excellent time to reward a player on the spot.

Any ideas or examples from your own campaigns? Does anyone else forget to do this too?

LOL, I forget, and the guilt is awful! Bad DM! Bad DM!

I brought this up with a player just last night. She didn't actually like the DMG option of players controlling inspiration, but wanted to be able to petition the DM, which works for me since it reminds me of the mechanic in the presence of a good example. Old dog, new tricks.

I'm also thinking of just putting the word "INSPIRATION" on my side of the DM screen, until I've developed that new DMing cognitive muscle.
 

I'm DMing for my kids right now, and they aren't much into role playing, but they are much more liking roll playing, so ours is more combat oriented. I try, and have them review their bonds, traits and flaws before each session, and it's starting to catch on a little.

I just give each player one Inspiration per session. I have special d20's that I bought that are specific for it. When they use it, or give it to another, they give the die back to me after the roll. If they don't use it, they don't get another next session, you can't accumulate them. It's been used as a "mulligan" on a bad save, or as a "I really want to hit this guy, so I'm not taking any chances" type situation.
 


I think I'm going to start having everyone reiterate their traits bond and flaws to the group so we are aware of them each session. Inspiration is rewarded when these traits are catered to. If we all are thinking about it I'll have an easier time remembering.
 

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