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doing more with inspiration
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<blockquote data-quote="I'm A Banana" data-source="post: 6682151" data-attributes="member: 2067"><p>Some ideas from the cutting room floor of my Inspiration-as-faction-ability thought:</p><ul> <li data-xf-list-type="ul"> Inspiration-powered magic items (possibly Intelligent)</li> <li data-xf-list-type="ul"> You can gain more than one Inspiration at a time, and spend them all at once for BIG BOOMS</li> <li data-xf-list-type="ul"> Inspiration as "Legendary Lite" (spend to use an action at the end of an enemy's turn or succeed in a save you'd otherwise fail)</li> <li data-xf-list-type="ul"> Inspiration as "Lair Actions" (spend to cause some environmental effect on Init 20).</li> <li data-xf-list-type="ul"> Inspiration as "Boss Weakness Juice" (can't hurt this enemy unless you have Inspiration!)</li> <li data-xf-list-type="ul"> Inspiration as bonus XP (similar to class-specific XP from earlier e's).</li> <li data-xf-list-type="ul"> Inspiration as relationships - you can only spend them on party members who are close friends or rivals. </li> </ul><p></p><p>Each of these have their own little flubs and issues for why they didn't work great for PS factions, but it might be worth breathing some life into them if your group is really attracted by something. Extra actions are appealing and broad, bonus XP works for an "XP and GP" focused group, a group that is more into the "story" might like an Inspiration-fuelled magic item with an agenda.</p><p></p><p>One thing that may also be useful in general for Inspiration is to crib a bit from FATE: offer it. </p><p></p><p>Say you know your party's monk is kind of a drunkard. When they're in town for the night, just say, "Okay, Bridget, if your character Lydia gets blasted on elven wine tonight, you can have Inspiration..." and then watch as everyone scrambles to figure out what's going on tonight where the DM might want to have Bridget out of the picture. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6682151, member: 2067"] Some ideas from the cutting room floor of my Inspiration-as-faction-ability thought: [LIST] [*] Inspiration-powered magic items (possibly Intelligent) [*] You can gain more than one Inspiration at a time, and spend them all at once for BIG BOOMS [*] Inspiration as "Legendary Lite" (spend to use an action at the end of an enemy's turn or succeed in a save you'd otherwise fail) [*] Inspiration as "Lair Actions" (spend to cause some environmental effect on Init 20). [*] Inspiration as "Boss Weakness Juice" (can't hurt this enemy unless you have Inspiration!) [*] Inspiration as bonus XP (similar to class-specific XP from earlier e's). [*] Inspiration as relationships - you can only spend them on party members who are close friends or rivals. [/LIST] Each of these have their own little flubs and issues for why they didn't work great for PS factions, but it might be worth breathing some life into them if your group is really attracted by something. Extra actions are appealing and broad, bonus XP works for an "XP and GP" focused group, a group that is more into the "story" might like an Inspiration-fuelled magic item with an agenda. One thing that may also be useful in general for Inspiration is to crib a bit from FATE: offer it. Say you know your party's monk is kind of a drunkard. When they're in town for the night, just say, "Okay, Bridget, if your character Lydia gets blasted on elven wine tonight, you can have Inspiration..." and then watch as everyone scrambles to figure out what's going on tonight where the DM might want to have Bridget out of the picture. :) [/QUOTE]
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