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RPG Evolution: Playing Your PC Poorly
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<blockquote data-quote="Blue" data-source="post: 8587449" data-attributes="member: 20564"><p>I'm not disagreeing with you, but Inspiration is not tightly coupled with the rest of the rules - there is nothing else interacting with it. So it is never <em>required</em> to play to your flaws, unlike in Fate. With the recommendation of once per character per session, and of the five many of them are not flaws and/or will come up in neutral or positive ways, so rewarding a flaw probably comes up once every couple of sessions. So one d20 roll every few sessions isn't a strong representation. But you are right, it <u>is</u> representation, and we can strengthen it.</p><p></p><p>In the 5e games I run and the games I play we've adopted alternate Inspiration rules to make it more prevalent. Players can nominate other players when they see it, so it comes up more often. It's grants a reroll instead of Advantage, so both it's avoids the "oh I forgot it" and also feels like it always has a chance to make a difference. And we the "once a session" we treat as a guideline and not a rule. We like having it mean more.</p><p></p><p></p><p>Agreeing with you: One of the 5e games I run is for my kids and my niece and nephew. They are quite happy making sub-optimal characters and having others play "true" even if it's sub-optimally. I've had a complaint once with rolled scores that they had no penalties and that didn't fit the concept they envisioned.</p><p></p><p>Though the game with veteran players I run ranging form 30s to 50s for the most part aren't concerned enough with system mastery to effectively optimize mechanically. They try to make reasonable choices, but I think the only one that theorycrafts is me, and I don't do that for characters I play (who grow more organically to fit the party) but just as a "solo minigame" when new character options come out.</p></blockquote><p></p>
[QUOTE="Blue, post: 8587449, member: 20564"] I'm not disagreeing with you, but Inspiration is not tightly coupled with the rest of the rules - there is nothing else interacting with it. So it is never [I]required[/I] to play to your flaws, unlike in Fate. With the recommendation of once per character per session, and of the five many of them are not flaws and/or will come up in neutral or positive ways, so rewarding a flaw probably comes up once every couple of sessions. So one d20 roll every few sessions isn't a strong representation. But you are right, it [U]is[/U] representation, and we can strengthen it. In the 5e games I run and the games I play we've adopted alternate Inspiration rules to make it more prevalent. Players can nominate other players when they see it, so it comes up more often. It's grants a reroll instead of Advantage, so both it's avoids the "oh I forgot it" and also feels like it always has a chance to make a difference. And we the "once a session" we treat as a guideline and not a rule. We like having it mean more. Agreeing with you: One of the 5e games I run is for my kids and my niece and nephew. They are quite happy making sub-optimal characters and having others play "true" even if it's sub-optimally. I've had a complaint once with rolled scores that they had no penalties and that didn't fit the concept they envisioned. Though the game with veteran players I run ranging form 30s to 50s for the most part aren't concerned enough with system mastery to effectively optimize mechanically. They try to make reasonable choices, but I think the only one that theorycrafts is me, and I don't do that for characters I play (who grow more organically to fit the party) but just as a "solo minigame" when new character options come out. [/QUOTE]
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