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<blockquote data-quote="Cyberen" data-source="post: 6162017" data-attributes="member: 69074"><p>You'd think people would recognize a good mechanism when they see one...</p><p>* Inspiration is built with a dial : by (presumed) RAW, you will have the option not to give/earn any benny. So : if you don't like it, don't use it.</p><p>* Inspiration solves some math issues of the d20 system under the Bounded Accuracy paradigm. Namely, even if you're quite good at something, you often have a probability around 20% to fail miserably. Advantage makes it 4% and is thus required in risky situations. If you!re in for a game that rewards caution and careful preparation, you don't need any additional rule, but in case you would want a smoother tone, a way to gain (undue) advantage is required.</p><p>* Inspiration is a robust and simple way to implement "say yes" and "rule of fun" DMing habits : you can gain advantage for mechanical reasons, or because you're making an effort to think out of the box to try a cool stunt. In previous e's, it would be penalized by a difficult roll, but advantage is a great way to enable such stunts in a balanced manner. I hope this rule will be "default" in basic, for new DMs.</p><p>* Inspiration can contribute to solve some historical pacing problems : as it is earned during an encounter, it provides an incentive not to nova, and if you set it to last until the end of *next* scene/encounter but to reset to zero after a long rest, it works against the infamous 15 minutes work day.</p><p>* Inspiration is the Missing Link between many playstyles. Gygaxian would be Zero inspiration, Rule of Cool is as described in the L&L column, some mechanical allotment would emulate 4e dailies and action points, and you can imagine a reloaded E6 could require spellcasters to spend Inspiration to cast. You can easily add an Advanced of Inspirational features (Feats, I guess) enabling Inspirational Healing, or, god forbids, Inspirational CaGI ;-)</p><p>* For those who are afraid of powergaming and/or Mother may I effects, the earning system can easily be adapted : based on external events (a la 4e : recharge on short or long rests, or earned every other encounter...) or internal ones (a la MHRPG or TSOY keys) defined by the rules or on a more individual basis.</p></blockquote><p></p>
[QUOTE="Cyberen, post: 6162017, member: 69074"] You'd think people would recognize a good mechanism when they see one... * Inspiration is built with a dial : by (presumed) RAW, you will have the option not to give/earn any benny. So : if you don't like it, don't use it. * Inspiration solves some math issues of the d20 system under the Bounded Accuracy paradigm. Namely, even if you're quite good at something, you often have a probability around 20% to fail miserably. Advantage makes it 4% and is thus required in risky situations. If you!re in for a game that rewards caution and careful preparation, you don't need any additional rule, but in case you would want a smoother tone, a way to gain (undue) advantage is required. * Inspiration is a robust and simple way to implement "say yes" and "rule of fun" DMing habits : you can gain advantage for mechanical reasons, or because you're making an effort to think out of the box to try a cool stunt. In previous e's, it would be penalized by a difficult roll, but advantage is a great way to enable such stunts in a balanced manner. I hope this rule will be "default" in basic, for new DMs. * Inspiration can contribute to solve some historical pacing problems : as it is earned during an encounter, it provides an incentive not to nova, and if you set it to last until the end of *next* scene/encounter but to reset to zero after a long rest, it works against the infamous 15 minutes work day. * Inspiration is the Missing Link between many playstyles. Gygaxian would be Zero inspiration, Rule of Cool is as described in the L&L column, some mechanical allotment would emulate 4e dailies and action points, and you can imagine a reloaded E6 could require spellcasters to spend Inspiration to cast. You can easily add an Advanced of Inspirational features (Feats, I guess) enabling Inspirational Healing, or, god forbids, Inspirational CaGI ;-) * For those who are afraid of powergaming and/or Mother may I effects, the earning system can easily be adapted : based on external events (a la 4e : recharge on short or long rests, or earned every other encounter...) or internal ones (a la MHRPG or TSOY keys) defined by the rules or on a more individual basis. [/QUOTE]
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