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Ideas for Improving Inspiration
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<blockquote data-quote="77IM" data-source="post: 7512584" data-attributes="member: 12377"><p>OK, here are the Inspiration house rules I'm using in my current game:</p><p></p><p>1. You can use it to <strong>reroll</strong> a d20. You can even reroll the same roll multiple times if you'd like to burn through Inspiration quickly. I made this change because literally every player just thought it worked that way already, probably from playing other RPGs with reroll mechanics.</p><p></p><p>2. It <strong>stacks</strong>. You can save up as much as you want. I made this change so players would have incentive to earn Inspiration even if they already have it. You'd think that PCs would hoard Inspiration and spend it only on desperate saving throws, but that mostly doesn't happen. Instead, there's a nice cycle of easy encounters/roleplaying that build up Inspiration, and difficult encounters that tear it down. I also find that when a player has a big stack of Inspiration they're slightly more likely to take risks and generate successes that move the story forward. (I try to move the story forward on failures, too, but often it's a bit easier on a success</p><p></p><p>3. I hand it out for <strong>roleplaying</strong>, <strong>entertainment</strong>, <strong>favors</strong> and <strong>setbacks</strong>. Basically, if a <em>player</em> does something that makes the game better, they earn Inspiration; or, if a PC suffers an unfair setback (like getting stun-locked for the whole fight), I give Inspiration as a consolation prize. I made this change because it's just way easier for me to toss around Inspiration for subjective reasons like this, than it is to keep track of literally 35 Characteristics.</p></blockquote><p></p>
[QUOTE="77IM, post: 7512584, member: 12377"] OK, here are the Inspiration house rules I'm using in my current game: 1. You can use it to [B]reroll[/B] a d20. You can even reroll the same roll multiple times if you'd like to burn through Inspiration quickly. I made this change because literally every player just thought it worked that way already, probably from playing other RPGs with reroll mechanics. 2. It [B]stacks[/B]. You can save up as much as you want. I made this change so players would have incentive to earn Inspiration even if they already have it. You'd think that PCs would hoard Inspiration and spend it only on desperate saving throws, but that mostly doesn't happen. Instead, there's a nice cycle of easy encounters/roleplaying that build up Inspiration, and difficult encounters that tear it down. I also find that when a player has a big stack of Inspiration they're slightly more likely to take risks and generate successes that move the story forward. (I try to move the story forward on failures, too, but often it's a bit easier on a success 3. I hand it out for [B]roleplaying[/B], [B]entertainment[/B], [B]favors[/B] and [B]setbacks[/B]. Basically, if a [I]player[/I] does something that makes the game better, they earn Inspiration; or, if a PC suffers an unfair setback (like getting stun-locked for the whole fight), I give Inspiration as a consolation prize. I made this change because it's just way easier for me to toss around Inspiration for subjective reasons like this, than it is to keep track of literally 35 Characteristics. [/QUOTE]
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