How Would You Make Inspiration More Used?

payn

Legend
One thing that gamers might be at odds with is the idea of playing to faults and failures. D&D is power fantasy for a lot of folks and being rewarded for losing seems strange. I mean, in narrative game its how you earn XP, its how you are lead to play the game. In D&D thats through combat, exploration, and social pillars. Applications of your feats and skills are how you play your character, not by role playing their BIFTs. So, I would consider both the 20 and 1 rolls should net inspiration to encourage playing up both success and failure for the players. This encourages both the heroic nature of D&D, but also allows personality lowlights to also have a place in the game.
 

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South by Southwest

Incorrigible Daydreamer
As a house rule, I let my players hoard their Inspiration Dice indefinitely, and then at any point in the game they can spend five such dice to level up, but only once in between the normal milestone leveling. I can attest this has led to players paying scrupulous attention to their Inspiration Dice.
 

Hriston

Dungeon Master of Middle-earth
My best idea, as a DM, for encouraging use of inspiration, is to present situations to the players in which playing to their personal characteristics (TIBFs) will result in a complication and to award inspiration when they do so. Then, when a player spends their inspiration, to refocus the situation on their characteristics as quickly as possible to provide a steady flow of inspiration.
 

Weiley31

Legend
I mean, the way I house rule it is that Inspiration can be used to give the PC Advantage, an enemy Disadvantage, or using it as a 1D6 roll add-on. But then, I also allow PCs to store up to 3 inspiration. shrugs
 


MatthewJHanson

Registered Ninja
Publisher
Two simple changes and the inspiration would flow like water. Remove the cap on inspiration (currently a binary, yes/no) and let players spend inspiration after a d20 roll (currently have to declare an inspiration spend before rolling).
These are both house rules we already have. Plus your inspiration resets to 1 at the start of each session, so you need to use it or lose it.
I would switch things around, so you get Inspiration on a Natural 1.
Another house rule we have.

I also let players decide if they are roleplaying their background to earn it. If they think so, they can go ahead and give themselves inspiration, it's not up to me.
 


CubicsRube

Hero
Supporter
I'm not running d&d currently, but i have thought of what house rules i'd make.

A big one would be that a character can once per session use one of their BIFTs to gain advantage on a roll that relates to it. Each BIFT can be used once. So that's up to 5 advantages per session. The onus is on the player to remind us. "I'm claiming advantage on thus CHA check as my bond with my elder statesman grandmother has made me extra charming".
 

CubicsRube

Hero
Supporter
I would switch things around, so you get Inspiration on a Natural 1.

You auto-failed but hey there’s now a bright side: you have Inspiration for later.
I'm a fan of reverse spiral mechanics, they can encourage some tense situations. I'd also add in that another party member can gain inspiration if an ally goes down in a fight.

On uses, another thought I had would be to expend an inspiration to deal max damage. I could see that getting some use.
 

payn

Legend
I'm not running d&d currently, but i have thought of what house rules i'd make.

A big one would be that a character can once per session use one of their BIFTs to gain advantage on a roll that relates to it. Each BIFT can be used once. So that's up to 5 advantages per session. The onus is on the player to remind us. "I'm claiming advantage on thus CHA check as my bond with my elder statesman grandmother has made me extra charming".
I like this at first glance, problem is it seems a bit repetitive. I mean, if you want your game and characters to feel like something out of episodic television, this actually works really well. It can potentially turn characters into caricatures, which is going to be a taste thing on it being good or not.
 

CubicsRube

Hero
Supporter
I like this at first glance, problem is it seems a bit repetitive. I mean, if you want your game and characters to feel like something out of episodic television, this actually works really well. It can potentially turn characters into caricatures, which is going to be a taste thing on it being good or not.
Yes it does get repetitive. But in the other hand, that repetition drives those core elements of the character home to the other players. I would expect that after a few times it would become "i'm claiming advantage cause of the grandma thing". Some other players might remember them as the "grandma paladin" or whatever.

I'd have to test it out and see how it worked in the real.
 

payn

Legend
Yes it does get repetitive. But in the other hand, that repetition drives those core elements of the character home to the other players. I would expect that after a few times it would become "i'm claiming advantage cause of the grandma thing". Some other players might remember them as the "grandma paladin" or whatever.

I'd have to test it out and see how it worked in the real.
Yeap, I was the only one in my Rise of Tiamat game to play up to their BIFTs. Eventually, they just called my Sorc the "book guy" because he belonged to a guild that collected old tomes for safe keeping. On one hand, it was nice they would ask about "any books here for the book guy" but on the other it was super specific and became annoying...

I dont mind the BIFT idea, but I certainly would balk at adding stuff to backgrounds and ancestry to play with the inspiration system.
 

Azzy

KMF DM
I think getting players to use Inspiration will be easier now. Since it now goes away with a long rest, there's no real choice to hold on to it for long.
 

Lakesidefantasy

Adventurer
I like the idea of gaining inspiration on a natural 1, but narratively it's a strange way to be inspired. How about this instead: we gain inspiration when our opponents roll a natural 1.
 

Just let it be used for re-rolls. I guarantee you it'll be used absolutely constantly. Every mechanism D&D (or any other game) has ever had which let you spend points for re-rolls got insane usage that way. Note that in the 5E-based Baldur's Gate 3, that's precisely how its used.
I think getting players to use Inspiration will be easier now. Since it now goes away with a long rest, there's no real choice to hold on to it for long.
I don't buy it. I've never seen mechanisms like that, in any game, have that effect. What happens instead is that players just annoyed when they have to lose it, and gradually over time care about the resource less and less. It's bad design.
 

cbwjm

Legend
I don't really use inspiration, generally forget to hand it out as a DM and I don't really worry about bonds and flaws etc for my characters when I play. However, I have thought about maybe having a pool of d20s in a bag equal to the number of players that they can draw from, half of these dice will be doom dice, if you draw one, then that one gets to be used by the DM in the future.

I do like the idea of other uses for inspiration as well, a minor scene edit or retcon seems like a good idea. Maybe allow a player to say they have some specific equipment or, as in the opening post, the guard needs to go at just the right time.
 

cbwjm

Legend
I like the idea of gaining inspiration on a natural 1, but narratively it's a strange way to be inspired. How about this instead: we gain inspiration when our opponents roll a natural 1.
I watched the movie Bullet Train the other day, I think the main character was gaining inspiration on a 1 the way his luck worked.
 

Lakesidefantasy

Adventurer
I hate to throw a wet towel on the "Just use Inspiration as a reroll" idea, but it doesn't work.
I watched the movie Bullet Train the other day, I think the main character was gaining inspiration on a 1 the way his luck worked.
Don't get me wrong. I'm not saying there aren't umpteen plus one ways of justifying the idea. Just that it would require me to deal with a rule that says my character is somehow inspired by failure, and I don't want to do that.
 

pnewman

Adventurer
Under the new system players will never want to use passive checks for anything unless they already have Inspiration. The DM will have to deal with players who want to make separate Investigation checks of every five foot square of the entire dungeon, or maybe even the entire wilderness, because the player is spamming for Inspiration.
Oh, sure they could "just say no" but then the next player will try to do it, and hten there will be an encounter and someone will spend Inspiration and the whole cycle of "Try to Spam as many rolls as needed until I get Inspiration" will repeat.

Then, the next morning, everyone but the human will need Inspiration and it will be all "I would like to make a check to see how well I prepare breakfast, I am proficient with Cooks Tools." and "While that preperation is going on Thror and Averala are going to play craps, we would both like to make skill checks to see how well we play."
 


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