Warmaster Horus
Explorer
In my time playing 5e I have only been awarded Inspiration 2 or 3 times and awarded it myself as a DM much less than I probably should be doing. Inspiration is supposed to be a nice perk to get people to role play their characters, come up with cool ideas or otherwise do impressive things in play other than swing a sword or cast a fireball.
To change that up I've made a new ruling for Inspiration at my table, inspired by the DMG, of having players award it to each other. The method is that any player can nominate another for Inspiration and if it is 'seconded' by another player (not the one being nominated) then I will award it. I provide the caveat that I can override this if I feel it's being abused, but so far that hasn't happened. And of course I still award Inspiration when I feel it's warranted ... and I remember to do so!
Even this change hasn't generated much additional Inspiration, no more than 2 or 3 times per session and below that on average. I should be clear that I'm mainly running AL games and that the time factor often emphasizes action over exposition, but there it is.
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Next up is what I call the "Um, I have Inspiration!" reaction to a bad die roll, which is far and away the most common attempted use of Inspiration in my games. This is where a player, seeing a bad result on a roll they really wanted to succeed, asks to use Inspiration to get a reroll, in the guise of rolling a second die (but after seeing the result of the first). Well, Inspiration doesn't give you a reroll, it gives you Advantage, which means they should of declared using Inspiration before the roll is made.
Because this is far and away the most popular use of Inspiration I feel there should be a mechanism to allow it somehow. The idea I've been toying with is that a player can use Inspiration in 1 of 2 ways...
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So how's Inspiration working out in your game? Is it encouraging role play? Is it being handed out often and equitably? How is it being used?
To change that up I've made a new ruling for Inspiration at my table, inspired by the DMG, of having players award it to each other. The method is that any player can nominate another for Inspiration and if it is 'seconded' by another player (not the one being nominated) then I will award it. I provide the caveat that I can override this if I feel it's being abused, but so far that hasn't happened. And of course I still award Inspiration when I feel it's warranted ... and I remember to do so!
Even this change hasn't generated much additional Inspiration, no more than 2 or 3 times per session and below that on average. I should be clear that I'm mainly running AL games and that the time factor often emphasizes action over exposition, but there it is.
*****
Next up is what I call the "Um, I have Inspiration!" reaction to a bad die roll, which is far and away the most common attempted use of Inspiration in my games. This is where a player, seeing a bad result on a roll they really wanted to succeed, asks to use Inspiration to get a reroll, in the guise of rolling a second die (but after seeing the result of the first). Well, Inspiration doesn't give you a reroll, it gives you Advantage, which means they should of declared using Inspiration before the roll is made.
Because this is far and away the most popular use of Inspiration I feel there should be a mechanism to allow it somehow. The idea I've been toying with is that a player can use Inspiration in 1 of 2 ways...
- Standard method (gain Advantage on a roll)
- Spend Inspiration to gain an Inspiration Die, equivalent to the dice-type that would be gained from Bardic Inspiration for a bard of the PC's level, that must be used immediately for a skill/attack/save check. Inspiration Die do not stack with each other on a single test (to reduce spamming). I am also contemplating not having them stack with Bardic Inspiration dice either (for the same reason).
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So how's Inspiration working out in your game? Is it encouraging role play? Is it being handed out often and equitably? How is it being used?