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<blockquote data-quote="I'm A Banana" data-source="post: 6161541" data-attributes="member: 2067"><p>Totes. Shows me that this isn't just hypothetical "but what if" wonkery without a real effect. Though I do wonder how long you've been playing with these rules that were revealed on Monday if you've had enough time to have Kerry and Fred develop an expectation of use that is deep enough that they feel cheated not having it. Do you typically play with Mearls' columns as part of your ruleset? </p><p></p><p></p><p></p><p>There's a big difference you're glossing over there. The rage in Starbucks or in traffic stems from a lack of control over the scenario. You have control over the game. You can influence your fellow players and DMs. You at least have control over whether or not you participate. If you cannot enjoy the experience, you can go do something else...and you probably should! </p><p></p><p></p><p></p><p>Another skill D&D teaches you: self-confidence in your own judgements. As a DM, you should do it when you want to, and not do it when you don't want to. Your players should trust you to do it fairly, and/or not give that much of a fig if you flub it a few times. </p><p></p><p>But without that skill, I get that squishy kinds of "do it when it FEELS RIGHT" judgement calls can get hairy. Which is why mechanical elements like <a href="http://www.enworld.org/forum/content.php?977-Shoot-for-the-Goal" target="_blank">Goals</a> come in. Or to take from the article, bonds: your character gains this Inspiration in an encounter that is associated with their bonds. As an example Handing out these points doesn't need to be squishy and vague, it can be as codified as XP (which, presumably, you don't have problems giving out?). </p><p></p><p></p><p></p><p>I could see removing this from the DM's hands and putting it in the players': everyone has a point of Inspiration that they can't use, but that they can give to someone else once per session (or whatever). Now there's a precise amount in existence and it's not on you to figure out what you want to give it out for. </p><p></p><p>But now we're a far cry from "Some players will feel cheated if they can't play with the Inspiration mechanic, even though Mike said it's 'valid' to not use it."</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6161541, member: 2067"] Totes. Shows me that this isn't just hypothetical "but what if" wonkery without a real effect. Though I do wonder how long you've been playing with these rules that were revealed on Monday if you've had enough time to have Kerry and Fred develop an expectation of use that is deep enough that they feel cheated not having it. Do you typically play with Mearls' columns as part of your ruleset? There's a big difference you're glossing over there. The rage in Starbucks or in traffic stems from a lack of control over the scenario. You have control over the game. You can influence your fellow players and DMs. You at least have control over whether or not you participate. If you cannot enjoy the experience, you can go do something else...and you probably should! Another skill D&D teaches you: self-confidence in your own judgements. As a DM, you should do it when you want to, and not do it when you don't want to. Your players should trust you to do it fairly, and/or not give that much of a fig if you flub it a few times. But without that skill, I get that squishy kinds of "do it when it FEELS RIGHT" judgement calls can get hairy. Which is why mechanical elements like [URL="http://www.enworld.org/forum/content.php?977-Shoot-for-the-Goal"]Goals[/URL] come in. Or to take from the article, bonds: your character gains this Inspiration in an encounter that is associated with their bonds. As an example Handing out these points doesn't need to be squishy and vague, it can be as codified as XP (which, presumably, you don't have problems giving out?). I could see removing this from the DM's hands and putting it in the players': everyone has a point of Inspiration that they can't use, but that they can give to someone else once per session (or whatever). Now there's a precise amount in existence and it's not on you to figure out what you want to give it out for. But now we're a far cry from "Some players will feel cheated if they can't play with the Inspiration mechanic, even though Mike said it's 'valid' to not use it." [/QUOTE]
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