I do. Infact, I've added the option of using the Adventure in Middle Earth Virtues in my DND 5E games, and some of those require the use of Hit Dice or Inspiration to use said Virtues.
Basically, Virtues are Feats. But while some do their thing like most feats, others need ya to spend Hit Dice or Inspiration to activate em and use em.I'm unfamiliar with the mechanic. How does it work?
We carry it over from session to session. Once a character has earned it, it is theirs until it is used.Simply put, we forget about Inspiration until we need it.
So the fighter rolls a 1 to jump the lava pit, so will fall and die. Grasping at straws he remembers inspiration. He has not used it in the last 3 games. It is now entirely arbitrary and up to the GM as to whether they backdate some inspiration for the PC. He has surely done some stuff in the last 3 sessions to earn some. It is up to the GM now to decide entirely by fiat if the PC lives or dies.
Nobody likes that. It just feels like a Deus Ex Machina by GM decision when it occurs, rather than the intended burst of awesomeness. If we remembered it more often and cycled it through regularly, it would be fine.
Never. I'm not going to reward players for doing what players should be doing anyway.
Nobody likes that. It just feels like a Deus Ex Machina by GM decision when it occurs, rather than the intended burst of awesomeness. If we remembered it more often and cycled it through regularly, it would be fine.
I'm beginning to wonder if that the thing that distinguishes a good metacurrency from a bad one. If it's part of core gameplay, people use it and remember to use it. If it's just bolted on, people forget to use it, ignore it, and so begin to feel like it's extraneous.
In the case of 5e, I think that it may be best practice as a player to lobby for other players rather than yourself: "Dude... That deserves inspiration. If I had one I'd give it to you!" In this way you subtly remind your harried GM that the mechanic exists without coming off as self-serving.