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<blockquote data-quote="Sithikurro" data-source="post: 6979655" data-attributes="member: 6870752"><p>I've always loved the idea of "special" points in RPGs, whether they're called fate points, force points or inspiration. Sadly, the inspiration points in DnD are underdeveloped idea - it's just that an idea for GMs to expand upon.</p><p>Personally, I'd recommed one of the two:</p><p>1) In FFG's Star Wars games each session starts with a number of Force points - some of them dark some of them light. The number depends on luck and the number of players. The GM can use dark ones to up a difficulty of a roll, the players can use light ones for various things, from game-mechanic effects to more narrative ones. But! The moment one side uses their point it goes to the other side (they are represented as tokes so are literally flipped to the other side). This generates a nice dynamic in the game and players nor GM never run out of the points. Moreover the whole thing can be easily recreated in DnD.</p><p>2) In Numenera and Cypher System games there is a game mechanic called "Game Master's Intrusion" - whenever GM thinks it is a good idea, they can insert an intrusion: when a PC is doing something dangerous the GM asks them if they accept the intrusion (they can deflect it with a XP point), if they do something dangerous happens but the PC gets one XP AND one XP to give to another player. This latter part is a really nice touch and creates great group dynamic. Again the whole thing is easy to use in DnD and makes inspiration points more interesting.</p></blockquote><p></p>
[QUOTE="Sithikurro, post: 6979655, member: 6870752"] I've always loved the idea of "special" points in RPGs, whether they're called fate points, force points or inspiration. Sadly, the inspiration points in DnD are underdeveloped idea - it's just that an idea for GMs to expand upon. Personally, I'd recommed one of the two: 1) In FFG's Star Wars games each session starts with a number of Force points - some of them dark some of them light. The number depends on luck and the number of players. The GM can use dark ones to up a difficulty of a roll, the players can use light ones for various things, from game-mechanic effects to more narrative ones. But! The moment one side uses their point it goes to the other side (they are represented as tokes so are literally flipped to the other side). This generates a nice dynamic in the game and players nor GM never run out of the points. Moreover the whole thing can be easily recreated in DnD. 2) In Numenera and Cypher System games there is a game mechanic called "Game Master's Intrusion" - whenever GM thinks it is a good idea, they can insert an intrusion: when a PC is doing something dangerous the GM asks them if they accept the intrusion (they can deflect it with a XP point), if they do something dangerous happens but the PC gets one XP AND one XP to give to another player. This latter part is a really nice touch and creates great group dynamic. Again the whole thing is easy to use in DnD and makes inspiration points more interesting. [/QUOTE]
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