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Expanding Inspiration
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<blockquote data-quote="77IM" data-source="post: 7880624" data-attributes="member: 12377"><p>I never run Inspiration by-the-book (although my current campaign comes very close, following [USER=97077]@iserith[/USER]'s method of making the players call out their own BIFTs). Here are some experiments I've tried.</p><p></p><p><strong>Reroll:</strong> For some reason, the players around here, including me, universally make the mistake that Inspiration should be used to reroll the die. That's not actually how 5E works; you're supposed to declare it ahead of the roll and gain regular old advantage. But the misconception of rerolls is so widespread that I just go with it. (I also think it's better for the game, since you only need to worry about Inspiration when you really bomb a roll, not before each and every roll.)</p><p></p><p><strong>Stacking: </strong>I hate hate hate that you can only have 1 Inspiration at a time. This means that when you have the Inspiration, you have no game-mechanical incentive to use your BIFTs, and if you do, it goes to "waste." So I always allow people to keep multiple Inspirations, and spend more than one on a single roll. I usually allow no limit, and that works for most players, but in the last campaign I had one guy who saved up all his Inspiration and entered the final boss fight with like 30 Inspiration. So for my current campaign I've put a limit of 5 and that seems to work better.</p><p></p><p><strong>Little Tiny Dice: </strong>Instead of re-roll, I was in some campaigns where Inspiration gave you +1d6 on a roll per Inspiration spent, like an Eberron action point. We would track Inspiration by giving out tiny little dice; when you roll the die, you give it back. The nice thing about +1d6 is that, you can't do any worse (with a reroll, you might get a worse roll). The downside is if your roll is super low you might need to burn a whole bunch of dice in order to raise it to passing. The other interesting thing about +1d6 is that, given enough Inspiration, you can hit any DC. I've temporarily shelved this idea and went back to reroll because I was worried that +1d6 would horn in on Bardic Inspiration, but considering how seldom I see bards played, I might bring it back.</p><p></p><p><strong>Helping: </strong>I was a player in one campaign where you could <em>only</em> spend Inspiration on other players' PCs. This was meant to foster teamwork, and it worked. I don't enforce this rule currently because my group has been playing together for a while now and the players tend to share Inspiration pretty readily. This is a side-benefit to allowing players to hold multiple Inspirations -- they're much more likely to spend it on someone else's important roll than to hoard it for a saving throw.</p></blockquote><p></p>
[QUOTE="77IM, post: 7880624, member: 12377"] I never run Inspiration by-the-book (although my current campaign comes very close, following [USER=97077]@iserith[/USER]'s method of making the players call out their own BIFTs). Here are some experiments I've tried. [B]Reroll:[/B] For some reason, the players around here, including me, universally make the mistake that Inspiration should be used to reroll the die. That's not actually how 5E works; you're supposed to declare it ahead of the roll and gain regular old advantage. But the misconception of rerolls is so widespread that I just go with it. (I also think it's better for the game, since you only need to worry about Inspiration when you really bomb a roll, not before each and every roll.) [B]Stacking: [/B]I hate hate hate that you can only have 1 Inspiration at a time. This means that when you have the Inspiration, you have no game-mechanical incentive to use your BIFTs, and if you do, it goes to "waste." So I always allow people to keep multiple Inspirations, and spend more than one on a single roll. I usually allow no limit, and that works for most players, but in the last campaign I had one guy who saved up all his Inspiration and entered the final boss fight with like 30 Inspiration. So for my current campaign I've put a limit of 5 and that seems to work better. [B]Little Tiny Dice: [/B]Instead of re-roll, I was in some campaigns where Inspiration gave you +1d6 on a roll per Inspiration spent, like an Eberron action point. We would track Inspiration by giving out tiny little dice; when you roll the die, you give it back. The nice thing about +1d6 is that, you can't do any worse (with a reroll, you might get a worse roll). The downside is if your roll is super low you might need to burn a whole bunch of dice in order to raise it to passing. The other interesting thing about +1d6 is that, given enough Inspiration, you can hit any DC. I've temporarily shelved this idea and went back to reroll because I was worried that +1d6 would horn in on Bardic Inspiration, but considering how seldom I see bards played, I might bring it back. [B]Helping: [/B]I was a player in one campaign where you could [I]only[/I] spend Inspiration on other players' PCs. This was meant to foster teamwork, and it worked. I don't enforce this rule currently because my group has been playing together for a while now and the players tend to share Inspiration pretty readily. This is a side-benefit to allowing players to hold multiple Inspirations -- they're much more likely to spend it on someone else's important roll than to hoard it for a saving throw. [/QUOTE]
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