I dunno. Maybe because we are playing a cooperative game? And I already spent mine on something that saved your bacon?
There is no "mine" in, "if the dragon's breath recharges before we kill it, we are all toast."
You were one of the people, along with @prabe, I had in mind when I said that Inspiration falls into the uncanny valley of meta mechanics. Unsurprisingly, I'm on the other side of the valley. In Fate, there is a fate point economy where simply roleplaying and playing the game will reinforce the Aspects (the closest equivalent of bonds, flaws, ideals) of the character and generate more points. But Fate points are integrated into the game not as a vestigial limb, but as a core part of it. Inspiration seems too detached from character, and the feedback loop of how Inspiration is rewarded and spent seems incredibly off (design-wise) from what it seems like it's meant to do. If feels like a half-arsed Fate point system, but doesn't really please the people who like Fate mechanics, but even half an arse is too much arse for those who dislike Fate point systems.Though I can both see and understand their appeal to some, mechanics like this are far too 'meta' for my liking.
That was my thought behind allowing advantage for actions that utilise the ITBFs rather than inspiration.You were one of the people, along with @prabe, I had in mind when I said that Inspiration falls into the uncanny valley of meta mechanics. Unsurprisingly, I'm on the other side of the valley. In Fate, there is a fate point economy where simply roleplaying and playing the game will reinforce the Aspects (the closest equivalent of bonds, flaws, ideals) of the character and generate more points. But Fate points are integrated into the game not as a vestigial limb, but as a core part of it. Inspiration seems too detached from character, and the feedback loop of how Inspiration is rewarded and spent seems incredibly off (design-wise) from what it seems like it's meant to do. If feels like a half-arsed Fate point system, but doesn't really please the people who like Fate mechanics, but even half an arse is too much arse for those who dislike Fate point systems.
You were one of the people, along with @prabe, I had in mind when I said that Inspiration falls into the uncanny valley of meta mechanics. Unsurprisingly, I'm on the other side of the valley. In Fate, there is a fate point economy where simply roleplaying and playing the game will reinforce the Aspects (the closest equivalent of bonds, flaws, ideals) of the character and generate more points. But Fate points are integrated into the game not as a vestigial limb, but as a core part of it. Inspiration seems too detached from character, and the feedback loop of how Inspiration is rewarded and spent seems incredibly off (design-wise) from what it seems like it's meant to do. If feels like a half-arsed Fate point system, but doesn't really please the people who like Fate mechanics, but even half an arse is too much arse for those who dislike Fate point systems.
That's why I award them for good roleplaying/good ideas, and not on keeping track of their flaws/bonds/etc.Heh. My own issues are that it doesn't do enough, and it is as written a lot of extra load on the DM. There are five things per character to keep track of, and I have tables with six and five players; I can keep track of major backstory points for that many characters, and tie them into the campaign, but that many discreet facts--not so much. If you've seen me rant about meta mechanics that allow someone else to play the character, this--maybe strangely--doesn't scrape against those: It's all reward and entirely by player choice.
That's why I award them for good roleplaying/good ideas, and not on keeping track of their flaws/bonds/etc.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.