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Community
General Tabletop Discussion
*Dungeons & Dragons
Inspiration From Nat 20 Will Bog Down The Game
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<blockquote data-quote="Chaosmancer" data-source="post: 8750024" data-attributes="member: 6801228"><p>Honestly, the thing that gets me about this argument?</p><p></p><p>The players who are seeking advantage at every turn are going to be way smarter about this than making endless, pointless checks.</p><p></p><p>Rolling the die has a 5% chance of getting inspirtation.</p><p></p><p>Taking the Musician feat has a 100% chance of giving two to six people inspiration. Being a human has a 100% chance of giving them inspiration. Being a human who gets two feats, you could take Musician and Lucky, which gives another 2 to 6 instances of advantage. </p><p></p><p>This means at level 1 you would have three instances of advantage before needing a short rest to use musician to get another instance of advantage. And you can give two instances of inspirtation to the party, meaning half of you have the thing. 100% guaranteed, no need to check for traps or attack chairs. Add in being a divination wizard for even more dice manipulation.</p><p></p><p></p><p>Additionally, if you have inspiration and are saving it for a saving throw or death save... you won't be seeking to get more inspiration, because you can't use it.</p><p></p><p>So, really, this is one of those situations where you have a player who has analyzed the game to find an exploit, but hasn't analyzed the game enough to realize that their exploit is a terribly ineffective way to achieve their goal, and thus causes a problem that is entire unneccesary.</p><p></p><p>And if you still have players doing everything that they possibly can to get inspiration, then remind them that you can still give inspiration for RP, and give them a free one at the start of every day. Then they have it, and they don't need to ruin your game. And if they need more, they RP for it, which is again, far more reliable than a 5% chance per roll.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8750024, member: 6801228"] Honestly, the thing that gets me about this argument? The players who are seeking advantage at every turn are going to be way smarter about this than making endless, pointless checks. Rolling the die has a 5% chance of getting inspirtation. Taking the Musician feat has a 100% chance of giving two to six people inspiration. Being a human has a 100% chance of giving them inspiration. Being a human who gets two feats, you could take Musician and Lucky, which gives another 2 to 6 instances of advantage. This means at level 1 you would have three instances of advantage before needing a short rest to use musician to get another instance of advantage. And you can give two instances of inspirtation to the party, meaning half of you have the thing. 100% guaranteed, no need to check for traps or attack chairs. Add in being a divination wizard for even more dice manipulation. Additionally, if you have inspiration and are saving it for a saving throw or death save... you won't be seeking to get more inspiration, because you can't use it. So, really, this is one of those situations where you have a player who has analyzed the game to find an exploit, but hasn't analyzed the game enough to realize that their exploit is a terribly ineffective way to achieve their goal, and thus causes a problem that is entire unneccesary. And if you still have players doing everything that they possibly can to get inspiration, then remind them that you can still give inspiration for RP, and give them a free one at the start of every day. Then they have it, and they don't need to ruin your game. And if they need more, they RP for it, which is again, far more reliable than a 5% chance per roll. [/QUOTE]
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