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General Tabletop Discussion
*Dungeons & Dragons
Bonds, traits, and flaws: making them more significant?
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<blockquote data-quote="iserith" data-source="post: 6579047" data-attributes="member: 97077"><p>One simple way to make sure traits, ideals, bonds, and flaws see a bit more play is to put the awarding of Inspiration in the players' hands. Specifically, when a player opts to take disadvantage on a roll that the DM has called for or specifically incurs a cost or setback because of a trait, ideal, bond, or flaw, that player may claim Inspiration.</p><p></p><p>Another way to do it is to do an "End of Session move" designed for D&D 5e. You'll have to raise the limit on how much Inspiration a character can have at one time (see below). It might look something like this ("relationships" were characters bonds from <em>Dungeon World</em> that were established during Session Zero):</p><p></p><p>When you reach the end of a session, set Inspiration to zero.</p><p></p><p>Choose one of your character's traits, ideals, bonds, or flaws that you feel you demonstrated well during play and describe it. Then mark Inspiration.</p><p></p><p>Now look at your alignment and compare it to the alignment descriptions on page 34 of the Player Basic Rules. If you feel you demonstrated your alignment well during play, describe it and then mark Inspiration.</p><p></p><p>Think about your relationships with the other characters. Choose one of your relationships that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark Inspiration and write a new bond with whomever you wish.</p><p></p><p>Then answer these three questions as a group:</p><p></p><ul> <li data-xf-list-type="ul">Did we learn something new and important about the world?</li> <li data-xf-list-type="ul">Did we overcome a notable monster or enemy?</li> <li data-xf-list-type="ul">Did we loot a memorable treasure?</li> </ul><p></p><p>For each "Yes," say what it was and why it was cool and everyone marks Inspiration.</p><p></p><p>You start the next session with this amount of Inspiration to a maximum equal to your proficiency bonus.</p></blockquote><p></p>
[QUOTE="iserith, post: 6579047, member: 97077"] One simple way to make sure traits, ideals, bonds, and flaws see a bit more play is to put the awarding of Inspiration in the players' hands. Specifically, when a player opts to take disadvantage on a roll that the DM has called for or specifically incurs a cost or setback because of a trait, ideal, bond, or flaw, that player may claim Inspiration. Another way to do it is to do an "End of Session move" designed for D&D 5e. You'll have to raise the limit on how much Inspiration a character can have at one time (see below). It might look something like this ("relationships" were characters bonds from [I]Dungeon World[/I] that were established during Session Zero): When you reach the end of a session, set Inspiration to zero. Choose one of your character's traits, ideals, bonds, or flaws that you feel you demonstrated well during play and describe it. Then mark Inspiration. Now look at your alignment and compare it to the alignment descriptions on page 34 of the Player Basic Rules. If you feel you demonstrated your alignment well during play, describe it and then mark Inspiration. Think about your relationships with the other characters. Choose one of your relationships that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark Inspiration and write a new bond with whomever you wish. Then answer these three questions as a group: [LIST] [*]Did we learn something new and important about the world? [*]Did we overcome a notable monster or enemy? [*]Did we loot a memorable treasure? [/LIST] For each "Yes," say what it was and why it was cool and everyone marks Inspiration. You start the next session with this amount of Inspiration to a maximum equal to your proficiency bonus. [/QUOTE]
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