Blue
Ravenous Bugblatter Beast of Traal
In a post from @dnd4vr there was discussion about subsystems we'd like to see added or expanded rules for. One of my suggestions was to expand Inspiration.
Inspiration as it is now is pretty much bolted on. It's easy to forget about and/or intentionally ignore because it doesn't mechanically touch anything else. I'd like to brainstorm with you on ways to expand it to connect it to the rest of the system. It will be a bit of power creep because we'll be adding, but hopefully we can keep that balanced between the options.
I'd to make some general rules everyone can use, and also look at weaving it some into the classes.
Here's some proposed rules to start with, don't overly focus on them - I'm really looking for your ideas of where else to add.
General
Inspiration lasts until the end of the next scene, instead of 10 minutes.
Goal: Make it meaningful when doing things like wilderness travel, both in the ability to get it (and still have it), and the ability to use it (when does a roll for a several hour journey get made?)
Aim is to be able to gain Inspiration a number of times equal to the hours of the session, though they can be groups together or spread out - this is not a "once per hour".
Goal: Get players on consistently playing heavily towards their PIBFs. Do not imply "oh, you got it so you are done".
When you would gain Inspiration, everyone has the following options:
1. Gain Inspiration as normal. Maximum one held as per the PHB.
2. Immediately spend a HD for healing. (With HP as partially battle luck, heroic determination, fatigue, this seems a good fit.)
(Please add more.)
Goal: Remove the waste of gaining inspiration when you have it. Also make it have more options. Immediate options will help players remember to use them.
Specifics
Really want to brainstorm ways for the various classes and races to use Inspiration. Here's some to start off, though I haven't given them a critical eye for balance. Also, it might be more than one option - they still only a certain amount of inspiration.
Bard
While holding Inspiration the bard finds it easier to inspire others. Bardic Inspiration and Song of Rest dice are increased by one size. d12 increases to 3d4.
Cleric
When gaining Inspiration, a cleric may spend it immediately to recharge a spent use of Channel Divinity.
Paladin
All paladin auras have their radius increased by 5' while holding Inspiration.
Monk
When gaining Inspiration, a monk may spend it immediately to regain Ki equal to their Martial Arts die.
Please keep this a positive thread - this is just brainstorming for those who want to make Inspiration more integrated in the rules - others can use it or not as they please. So a critique of "five traits is too many, let's do X" is welcome, but a flat "I don't like Inspiration" doesn't advance the goals, especially as you are absolutely free not to use it.
Inspiration as it is now is pretty much bolted on. It's easy to forget about and/or intentionally ignore because it doesn't mechanically touch anything else. I'd like to brainstorm with you on ways to expand it to connect it to the rest of the system. It will be a bit of power creep because we'll be adding, but hopefully we can keep that balanced between the options.
I'd to make some general rules everyone can use, and also look at weaving it some into the classes.
Here's some proposed rules to start with, don't overly focus on them - I'm really looking for your ideas of where else to add.
General
Inspiration lasts until the end of the next scene, instead of 10 minutes.
Goal: Make it meaningful when doing things like wilderness travel, both in the ability to get it (and still have it), and the ability to use it (when does a roll for a several hour journey get made?)
Aim is to be able to gain Inspiration a number of times equal to the hours of the session, though they can be groups together or spread out - this is not a "once per hour".
Goal: Get players on consistently playing heavily towards their PIBFs. Do not imply "oh, you got it so you are done".
When you would gain Inspiration, everyone has the following options:
1. Gain Inspiration as normal. Maximum one held as per the PHB.
2. Immediately spend a HD for healing. (With HP as partially battle luck, heroic determination, fatigue, this seems a good fit.)
(Please add more.)
Goal: Remove the waste of gaining inspiration when you have it. Also make it have more options. Immediate options will help players remember to use them.
Specifics
Really want to brainstorm ways for the various classes and races to use Inspiration. Here's some to start off, though I haven't given them a critical eye for balance. Also, it might be more than one option - they still only a certain amount of inspiration.
Bard
While holding Inspiration the bard finds it easier to inspire others. Bardic Inspiration and Song of Rest dice are increased by one size. d12 increases to 3d4.
Cleric
When gaining Inspiration, a cleric may spend it immediately to recharge a spent use of Channel Divinity.
Paladin
All paladin auras have their radius increased by 5' while holding Inspiration.
Monk
When gaining Inspiration, a monk may spend it immediately to regain Ki equal to their Martial Arts die.
Please keep this a positive thread - this is just brainstorming for those who want to make Inspiration more integrated in the rules - others can use it or not as they please. So a critique of "five traits is too many, let's do X" is welcome, but a flat "I don't like Inspiration" doesn't advance the goals, especially as you are absolutely free not to use it.