Arioch - You must be throwing some crazy encounters at your PCs. Sounds like you have a good system, but Im wondering whether multiple Inspiration will unfairly skew encounter balance too much in favor of PCs.
Thanks. Some good advice on making the inspiration mechanic more relevant.The Angry DM just put up a very good article about using inspiration in different ways.
http://theangrygm.com/take-the-suck-out-of-inspiration/
After reading that I am seriously thinking of changing the way I use inspiration in my games.
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As for inspiration granting advantage however... I would have preferred something that didn't interact with the existing rules. Advantage can sometimes be hard to come by; getting it through rp kind of short-circuits this. Heroes are plenty capable as is.
I feel I want Inspiration to award something that stacks with everything else, that can't be used instead of game rules but on top of them...
Apologies if this has been covered already, but I plan to incorporate both the hero points and inspiration mechanic in my campaign. Curious to know your experience with these mechanics... Is it good/bad to use both or either? Thanks.
For the most part, this.I find the resource management hero points awkward. Since there's a small pool each level that can be exhausted, players are loathe to use them. They're also easy to forget, only being a number on the sheet.
I've found per session or other method of recharging tends to work better. (I currently award them to players for completion of a log or campaign journal entry on our game's website.)
I like representing the points with a physical prop. Since my current game is pirate themed I'm using plastic dollar store gold coins. If you have a few bucks to spare, Campaign Coins are excellent for this, being metal and gorgeous.
For inspiration, I have giant d20s:
So when the player uses their inspiration they can just roll the die.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.