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<blockquote data-quote="discosoc" data-source="post: 6979530" data-attributes="member: 6801554"><p>After a few years of 5th Edition, I'm pretty much ready to give up on inspiration. I've tried limited or expanding the number given, and the circumstances under which players earn them. The problem I'm having is inspiration rarely seems to make the action more interesting. Nine times out of ten it's simply used to reroll a failed save or missed attack. While that's helpful for the character, it just seems like a waste.</p><p></p><p>So now that I'm back to the drawing board, I'm curious about how everyone else is running it. Are you using the core rules, or have you houseruled some changes? Do you guys usually forget about it?</p><p></p><p>My current idea is that I want inspiration to be something that's used proactively to do something fun, exciting, or -- dare I say -- inspiring, rather than a reactive chance to turn a failure into a success. I almost want inspiration to be able to "break the rules" a bit, and result in characters getting to do things like double movement for a round, an extra attack, maybe jump twice as high, or climb without movement penalties for that round. I'd also like to have some more concrete ways of using inspiration *outside* of combat -- especially in roleplaying situations. Maybe something like using an inspiration to turn a non-combat success into an amazing one. For example, if the character is trying to persuade the guard to let the party pass with a bribe, and succeeds, the player can use an inspiration to "enhance" the effect, and maybe the GM decides that not only is the guard going to accept the bribe, but it turns out he and some other guards have a beef with the BBG, and are willing to turn sides.</p><p></p><p>Anyway, just throwing some ideas out there, and looking to see how well inspiration works for you guys, or if you have suggestions.</p></blockquote><p></p>
[QUOTE="discosoc, post: 6979530, member: 6801554"] After a few years of 5th Edition, I'm pretty much ready to give up on inspiration. I've tried limited or expanding the number given, and the circumstances under which players earn them. The problem I'm having is inspiration rarely seems to make the action more interesting. Nine times out of ten it's simply used to reroll a failed save or missed attack. While that's helpful for the character, it just seems like a waste. So now that I'm back to the drawing board, I'm curious about how everyone else is running it. Are you using the core rules, or have you houseruled some changes? Do you guys usually forget about it? My current idea is that I want inspiration to be something that's used proactively to do something fun, exciting, or -- dare I say -- inspiring, rather than a reactive chance to turn a failure into a success. I almost want inspiration to be able to "break the rules" a bit, and result in characters getting to do things like double movement for a round, an extra attack, maybe jump twice as high, or climb without movement penalties for that round. I'd also like to have some more concrete ways of using inspiration *outside* of combat -- especially in roleplaying situations. Maybe something like using an inspiration to turn a non-combat success into an amazing one. For example, if the character is trying to persuade the guard to let the party pass with a bribe, and succeeds, the player can use an inspiration to "enhance" the effect, and maybe the GM decides that not only is the guard going to accept the bribe, but it turns out he and some other guards have a beef with the BBG, and are willing to turn sides. Anyway, just throwing some ideas out there, and looking to see how well inspiration works for you guys, or if you have suggestions. [/QUOTE]
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