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Legends & Lore: Roleplaying in D&D Next
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<blockquote data-quote="Libramarian" data-source="post: 6162866" data-attributes="member: 6688858"><p>I'd rather give XP for roleplaying (i.e. portraying a consistent character) than advantage in the current scene. With XP at least the reward is kind of diffuse and delayed, so it actually feels like a "bonus", something that's nice but not necessary. The immediacy of this inspiration bonus will mess with the tactical appeal of the game. When the players get into a tough situation I want them to just be thinking about how best to use their limited use abilities and such, rather than thinking about how to come up with an explanation for why they deserve the inspiration bonus. Mixing the latter in with the former seems distracting and incoherent to me.</p><p></p><p>I have given an XP bonus for amusing roleplay in the past but I stopped doing it, mostly because it felt kind of tacked-on and didn't accomplish much (I found it to increase the disparity in roleplaying for color between those who like to do it and those who don't, rather than closing the gap--those who already did it gobbled up the opportunities to do it for XP and talked over the other players even more than usual). If they came up with a system that was a bit more thorough and integrated with character creation maybe I would enjoy using it. But I think this inspiration mechanic is going to be too intrusively storygamey for me, and I think anyone who prefers to play some or all of the game in a straightforwardly tactical, fail-backwards sort of way.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6162866, member: 6688858"] I'd rather give XP for roleplaying (i.e. portraying a consistent character) than advantage in the current scene. With XP at least the reward is kind of diffuse and delayed, so it actually feels like a "bonus", something that's nice but not necessary. The immediacy of this inspiration bonus will mess with the tactical appeal of the game. When the players get into a tough situation I want them to just be thinking about how best to use their limited use abilities and such, rather than thinking about how to come up with an explanation for why they deserve the inspiration bonus. Mixing the latter in with the former seems distracting and incoherent to me. I have given an XP bonus for amusing roleplay in the past but I stopped doing it, mostly because it felt kind of tacked-on and didn't accomplish much (I found it to increase the disparity in roleplaying for color between those who like to do it and those who don't, rather than closing the gap--those who already did it gobbled up the opportunities to do it for XP and talked over the other players even more than usual). If they came up with a system that was a bit more thorough and integrated with character creation maybe I would enjoy using it. But I think this inspiration mechanic is going to be too intrusively storygamey for me, and I think anyone who prefers to play some or all of the game in a straightforwardly tactical, fail-backwards sort of way. [/QUOTE]
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