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<blockquote data-quote="discosoc" data-source="post: 6980182" data-attributes="member: 6801554"><p>Nice rage-post. I thought I clarified this before, but it looks like I didn't. Allow me to take a moment and explain things, because I didn't intend for my topic to cause you the mental stress that resulted in you going all out on the fancy typeface.</p><p></p><p>You are correct in how the core inspiration system works. My current 'reroll a check' method is simply the latest in a string of alternatives meant to address various problems with that core system. In particular, changing it to a reroll rather than advantage eliminates the times where core inspiration is useless simply because you already have advantage on the check. Still, there are other things you bring up, so I'll go through and address them.</p><p></p><p></p><p></p><p>That's the point. It's "intended" purpose is ineffectual in many cases.</p><p></p><p></p><p></p><p>I'd agree with this if the core system was setup in a way that make inspiration actually interesting or an important aspect of gameplay. So many groups that I've played with literally forget about it until after a roll is made, or after the session entirely. I'll go into some reasons below.</p><p></p><p></p><p></p><p>Technically correct, but this is effectively inaccurate in many cases. See, characters are limited to a single inspiration at any given time. This means that if you have an inspiration, there's no reason to worry about doing anything to gain a new one until you've managed to spend it. So either you wait for the right moment to use it when you *need* it (and possibly waste it in a similar way that player's tend to waste potions by not using them), or you burn them ASAP and they never really feel like "inspiring" actions. Because of this, players do tend to hoard them and forget about them in many cases.</p><p></p><p>My current inspiration system is simply everyone starts with 1 each session, and they have no limit to them. They "reset" each session, however, so people are encouraged to use them. I tend to hand them out pretty freely as long as players are doing fun and interesting things, but the rate I aim for 1 to 3 per character per session. Rather than grant advantage, which is often useless if the character already has advantage, or not very interesting if they simply turn a disadvantage into a normal roll, I've opted to allow inspiration to simply reroll a check.</p><p></p><p>Now, this setup is not perfect, and I'll probably try something else this next weekend. I come from a Savage Worlds background, and it might sound familiar from someone who's played that. The big benefit with it is that I can fine-tune session difficulty a bit by simply increasing or decreasing the rate of gaining inspiration as needed (this is a big thing with SW bennies, and an important tool in the GM kit). But 5e is not Savage Worlds, and it still feels like it's lacking something. I do like the earlier suggestion with what 13th Age does, and I'll probably attempt to adapt that into my group next.</p><p></p><p>As for why I don't simply scrap the system or ignore it (something we did for a while, actually): I think having a metasystem that encourages players to do more than simply attack or cast spells or bribe the guard, etc, is important. Players should be rewarded for thinking about what they can do in ways that the character sheet doesn't specifically tell them they can do, and inspiration-style systems always feel like important parts of that equation.</p></blockquote><p></p>
[QUOTE="discosoc, post: 6980182, member: 6801554"] Nice rage-post. I thought I clarified this before, but it looks like I didn't. Allow me to take a moment and explain things, because I didn't intend for my topic to cause you the mental stress that resulted in you going all out on the fancy typeface. You are correct in how the core inspiration system works. My current 'reroll a check' method is simply the latest in a string of alternatives meant to address various problems with that core system. In particular, changing it to a reroll rather than advantage eliminates the times where core inspiration is useless simply because you already have advantage on the check. Still, there are other things you bring up, so I'll go through and address them. That's the point. It's "intended" purpose is ineffectual in many cases. I'd agree with this if the core system was setup in a way that make inspiration actually interesting or an important aspect of gameplay. So many groups that I've played with literally forget about it until after a roll is made, or after the session entirely. I'll go into some reasons below. Technically correct, but this is effectively inaccurate in many cases. See, characters are limited to a single inspiration at any given time. This means that if you have an inspiration, there's no reason to worry about doing anything to gain a new one until you've managed to spend it. So either you wait for the right moment to use it when you *need* it (and possibly waste it in a similar way that player's tend to waste potions by not using them), or you burn them ASAP and they never really feel like "inspiring" actions. Because of this, players do tend to hoard them and forget about them in many cases. My current inspiration system is simply everyone starts with 1 each session, and they have no limit to them. They "reset" each session, however, so people are encouraged to use them. I tend to hand them out pretty freely as long as players are doing fun and interesting things, but the rate I aim for 1 to 3 per character per session. Rather than grant advantage, which is often useless if the character already has advantage, or not very interesting if they simply turn a disadvantage into a normal roll, I've opted to allow inspiration to simply reroll a check. Now, this setup is not perfect, and I'll probably try something else this next weekend. I come from a Savage Worlds background, and it might sound familiar from someone who's played that. The big benefit with it is that I can fine-tune session difficulty a bit by simply increasing or decreasing the rate of gaining inspiration as needed (this is a big thing with SW bennies, and an important tool in the GM kit). But 5e is not Savage Worlds, and it still feels like it's lacking something. I do like the earlier suggestion with what 13th Age does, and I'll probably attempt to adapt that into my group next. As for why I don't simply scrap the system or ignore it (something we did for a while, actually): I think having a metasystem that encourages players to do more than simply attack or cast spells or bribe the guard, etc, is important. Players should be rewarded for thinking about what they can do in ways that the character sheet doesn't specifically tell them they can do, and inspiration-style systems always feel like important parts of that equation. [/QUOTE]
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