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<blockquote data-quote="NotAYakk" data-source="post: 8783623" data-attributes="member: 72555"><p>My problem is that it is the DM's responsibility to track actions against each players BIF, and players have to also remember and engage it. And there isn't a player "poke the DM and ask for inspiration".</p><p></p><p>So it sort of doesn't work.</p><p></p><p>My thought is to allow players to tap a Bonds without inspiration as if they had inspiration, but once per session.</p><p></p><p>So give Alignments to Bonds as follows:</p><p></p><p>Lawful: Bond to an abstract system or rules.</p><p>Chaotic: Bond to a specific person or relationship.</p><p>Good: Selfless Bond, Bond whose purpose is benefiting the Bondee.</p><p>Evil: Selfish Bond, Bond to a desire that benefits the Bonder.</p><p></p><p>Then the Bond Alignment determines <strong>what it can be tapped for</strong>. So the player doesn't have to tie the Bond to the specific reroll narratively (which helps deal with the "munckin bond" issue).</p><p></p><p>And then you reroll with advantage (or disadvantage) enforced.</p><p></p><p>When you tap a Bond successfully, you must <strong>describe to the table something about the Bond</strong> and how it relates to the PC in a short bit. The DM can then add something (bwahahaha). This description may be unrelated to the current situation. This is basically a mechanic to generate backstory for your PC and insert it into the game. As it is 1/session, and should be short, it shouldn't cause disruption.</p><p></p><p>Lawful Evil: I am bounty hunter, paid by the state or guide. (Relation to an organization, self-benefit)</p><p></p><p>Chaotic Evil: Bob pays me good money to find and deal with trouble makers. (Relation to an individual, self-benefit)</p><p></p><p>Neutral Good: I love planting apple trees everywhere. (No organization or person, mainly benefits others)</p><p></p><p>Chaotic Neutral: Bob and I are good buddies. (personal relationship, neither mainly self or other benefit)</p><p></p><p>Lawful Good: I would give my life for the Church (even if that church is evil)</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8783623, member: 72555"] My problem is that it is the DM's responsibility to track actions against each players BIF, and players have to also remember and engage it. And there isn't a player "poke the DM and ask for inspiration". So it sort of doesn't work. My thought is to allow players to tap a Bonds without inspiration as if they had inspiration, but once per session. So give Alignments to Bonds as follows: Lawful: Bond to an abstract system or rules. Chaotic: Bond to a specific person or relationship. Good: Selfless Bond, Bond whose purpose is benefiting the Bondee. Evil: Selfish Bond, Bond to a desire that benefits the Bonder. Then the Bond Alignment determines [B]what it can be tapped for[/B]. So the player doesn't have to tie the Bond to the specific reroll narratively (which helps deal with the "munckin bond" issue). And then you reroll with advantage (or disadvantage) enforced. When you tap a Bond successfully, you must [B]describe to the table something about the Bond[/B] and how it relates to the PC in a short bit. The DM can then add something (bwahahaha). This description may be unrelated to the current situation. This is basically a mechanic to generate backstory for your PC and insert it into the game. As it is 1/session, and should be short, it shouldn't cause disruption. Lawful Evil: I am bounty hunter, paid by the state or guide. (Relation to an organization, self-benefit) Chaotic Evil: Bob pays me good money to find and deal with trouble makers. (Relation to an individual, self-benefit) Neutral Good: I love planting apple trees everywhere. (No organization or person, mainly benefits others) Chaotic Neutral: Bob and I are good buddies. (personal relationship, neither mainly self or other benefit) Lawful Good: I would give my life for the Church (even if that church is evil) [/QUOTE]
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