Mannahnin
Scion of Murgen (He/Him)
I have everyone start every session with Inspiration. Unused Inspiration does not carry over from session to session. Inspiration can be used to reroll any roll, take an extra action, regain an expended spell slot (equal to half your proficiency bonus rounded up), or regain an expended resource or feature that can be used as if you took a short rest.
The idea here is that inspiration is used to perform heroic actions.
I found I was terrible at remembering to grant Inspiration. And I'll admit this is definitely not a perfect solution, but it seems to work for my groups.
Tend to concur.I prefer Inspiration be used to reward portrayal of the character's established characteristics and use this method for handling it at the table: The Case for Inspiration. The DM doesn't have to manage it and the players have a limit of 4 Inspiration each per session, use them or lose them.
If you're going to have it awarded when a PC reaches half hit points or less, you might want to limit that to "the first time a character reaches half hit points or less in a combat encounter." Otherwise it may get a bit much with healing and losing more hit points in the same fight.
I sympathize with the folks who feel like Inspiration is "tacked on" and hard to remember. It can be a little tricky to implement.
I remember that back in the early OSR Jeff Rients had a house rule that once every session each player could roll the big d30 in place of any other die roll, representing a burst of extra heroic effort. I think Inspiration is similar, in that the point is to represent the fictional concept of drawing on those heroic extra inner reserves.
I like the concept of tying it to roleplaying the Bonds, Ideals, and Flaws, but yeah, it's tricky to remember and I definitely don't think the DM needs tracking that to be another thing on their plate.