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Does your group use inspiration? If not, why not?
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<blockquote data-quote="Li Shenron" data-source="post: 8027301" data-attributes="member: 1465"><p>Basically never. It's unclear, boring and goofy.</p><p></p><p><strong>Unclear</strong>, because it doesn't say when you can expend it. According to the examples in the book, it seems like it can be intended as a <em>condition </em>: you become "inspired" and as long as the reason for your inspiration is sustained, you can "expend" it (so that you cease to be inspired) in exchange for advantage on a single roll <em>related to the reason I am inspired. </em>Unfortunately I only see gaming groups playing it so that you "save" your inspiration for later and can use it on something totally unrelated: "hey 3 weeks ago I got inspired for donating money to a beggar, now I want to use it for shoplifting".</p><p></p><p><strong>Boring</strong> because it's advantage which it's the most common benefits from special abilities. Advantage doesn't even allow you to do something beyond your current capabilities, as a straight bonus does, it only increases the chances. Useful yes, exciting no.</p><p></p><p><strong>Goofy </strong>because what does it mean I earned my advantage by doing something cool and now I can give it to you because you do something cool? Why don't you get yours from the DM so that I can keep mine?</p><p></p><p>Also, traits and ideas are very unequal before gaining inspiration, with some it's much easier than others. </p><p></p><p>Originally I thought I would rather use inspiration for rewarding players who purposefully did something <em>inconvenient </em>in order to stay in character. Like not lying when it would really help, because the PC can't really be untruthful. But in practice I don't even remember to give inspiration anymore. </p><p></p><p>I might be persuaded to give it another go one day, but I really want to stick with the "inspiration as a condition", so that you have to find yourself a situation during which you both <strong>earn </strong>and <strong>expend </strong>your inspiration.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8027301, member: 1465"] Basically never. It's unclear, boring and goofy. [B]Unclear[/B], because it doesn't say when you can expend it. According to the examples in the book, it seems like it can be intended as a [I]condition [/I]: you become "inspired" and as long as the reason for your inspiration is sustained, you can "expend" it (so that you cease to be inspired) in exchange for advantage on a single roll [I]related to the reason I am inspired. [/I]Unfortunately I only see gaming groups playing it so that you "save" your inspiration for later and can use it on something totally unrelated: "hey 3 weeks ago I got inspired for donating money to a beggar, now I want to use it for shoplifting". [B]Boring[/B] because it's advantage which it's the most common benefits from special abilities. Advantage doesn't even allow you to do something beyond your current capabilities, as a straight bonus does, it only increases the chances. Useful yes, exciting no. [B]Goofy [/B]because what does it mean I earned my advantage by doing something cool and now I can give it to you because you do something cool? Why don't you get yours from the DM so that I can keep mine? Also, traits and ideas are very unequal before gaining inspiration, with some it's much easier than others. Originally I thought I would rather use inspiration for rewarding players who purposefully did something [I]inconvenient [/I]in order to stay in character. Like not lying when it would really help, because the PC can't really be untruthful. But in practice I don't even remember to give inspiration anymore. I might be persuaded to give it another go one day, but I really want to stick with the "inspiration as a condition", so that you have to find yourself a situation during which you both [B]earn [/B]and [B]expend [/B]your inspiration. [/QUOTE]
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