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<blockquote data-quote="Li Shenron" data-source="post: 6160845" data-attributes="member: 1465"><p>I quite liked this article.</p><p></p><p>The <strong>tables</strong> are simply lists of suggestions for character non-mechanical traits, and IMHO these both add flavor (in a way similar to magic items traits tables) but more importantly they do suggest character <em>behaviour</em> to the player during adventures. They are also very easy to ignore, partially or totally, if the player is not so interested in roleplaying. These are much more detailed than alignment and therefore can even help avoiding alignment discussions, if instead of one label (open to everyone's different own interpretation) you have a list of specific ethical traits written on your character sheet.</p><p></p><p>The <strong>inspiration</strong> rules are somewhat similar to action points or fate points, but in this case they are instead tied to <em>roleplay</em> decisions, whereas the other systems are often used to reward tactical decisions or solving puzzles/mysteries (or are just granted in fixed amounts). This is quite new to me... In the past it was fairly common to grant bonus XP for good roleplay, and I did that too in the early days, but this is not so good because it can create eventually a gap between good roleplayers and players who are more focused on tactics than RP (and in general, I wouldn't want to reward one and penalize the other). I prefer that everyone gets the same share of XP, and then "good play" is self-rewarding. But good tactical play is self-rewarding in terms of practical outcome (less chance of death, sparing resources etc) while good roleplay sometimes is even against the practical outcome (making a suboptimal choice or a deliberate mistake because of PC's ethical reasons) so this idea of granting some limited bonus for good roleplay sounds actually pretty good to me. </p><p></p><p>I also like that the bonus lasts only until the end of the current encounter or "scene", because this ties-in well with the description that it's some kind of "morale boost" your PC gets <em>when</em> she's doing what she believes is right on an ethical level. I wouldn't like a situation where a PC thinks "hey, I helped a granny cross the street this morning! this ogre is doomed..."</p><p></p><p>I am only a bit hesitant with the "pass to other" option, I think I would probably prefer not to have that option or be it a bit more restricted, maybe rephrase it as "<em>you can expend your inspiration to use the Help action as a free action or a reaction</em>". It would be almost the same (Help grants advantage to ability checks and attacks), but it's still under control of the first PC. I wouldn't like this to work as a token-passing mechanic like "here's my inspiration, use it when you need it".</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6160845, member: 1465"] I quite liked this article. The [B]tables[/B] are simply lists of suggestions for character non-mechanical traits, and IMHO these both add flavor (in a way similar to magic items traits tables) but more importantly they do suggest character [I]behaviour[/I] to the player during adventures. They are also very easy to ignore, partially or totally, if the player is not so interested in roleplaying. These are much more detailed than alignment and therefore can even help avoiding alignment discussions, if instead of one label (open to everyone's different own interpretation) you have a list of specific ethical traits written on your character sheet. The [B]inspiration[/B] rules are somewhat similar to action points or fate points, but in this case they are instead tied to [I]roleplay[/I] decisions, whereas the other systems are often used to reward tactical decisions or solving puzzles/mysteries (or are just granted in fixed amounts). This is quite new to me... In the past it was fairly common to grant bonus XP for good roleplay, and I did that too in the early days, but this is not so good because it can create eventually a gap between good roleplayers and players who are more focused on tactics than RP (and in general, I wouldn't want to reward one and penalize the other). I prefer that everyone gets the same share of XP, and then "good play" is self-rewarding. But good tactical play is self-rewarding in terms of practical outcome (less chance of death, sparing resources etc) while good roleplay sometimes is even against the practical outcome (making a suboptimal choice or a deliberate mistake because of PC's ethical reasons) so this idea of granting some limited bonus for good roleplay sounds actually pretty good to me. I also like that the bonus lasts only until the end of the current encounter or "scene", because this ties-in well with the description that it's some kind of "morale boost" your PC gets [I]when[/I] she's doing what she believes is right on an ethical level. I wouldn't like a situation where a PC thinks "hey, I helped a granny cross the street this morning! this ogre is doomed..." I am only a bit hesitant with the "pass to other" option, I think I would probably prefer not to have that option or be it a bit more restricted, maybe rephrase it as "[I]you can expend your inspiration to use the Help action as a free action or a reaction[/I]". It would be almost the same (Help grants advantage to ability checks and attacks), but it's still under control of the first PC. I wouldn't like this to work as a token-passing mechanic like "here's my inspiration, use it when you need it". [/QUOTE]
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