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General Tabletop Discussion
*Dungeons & Dragons
The Case for Inspiration
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<blockquote data-quote="MNblockhead" data-source="post: 7385750" data-attributes="member: 6796661"><p>I guess if the DM is very generous in how often inspiration is rewarded. You can only have one inspiration point at a time. If it is only used once per session, does it have that much of an impact that it makes character features meaningless? </p><p></p><p>Also, since it is part of the core RAW game, isn't it an ASPECT of the "mini-game that is 'maximizing advantage'"?</p><p></p><p>In additional to sub-class, proficiency, and feat selection, you would also want to make sure you select a background and traits, bonds, flaws that you are comfortable role-playing to increase your chance of inspiration. </p><p></p><p>My problem is that as written, it gives all the power to the GM. I can carefully craft my background and play it to the hilt, but if the DM doesn't notice or doesn't care, then I don't get that advantage. I find that in games run using inspiration RAW, either the players have to exaggerate how they player their characters--especially their flaws--or the DM doesn't notice. Either that, the DM will out of fairness just try to find an excuse to give out inspiration as early in the game as he can, to get it out of the way. </p><p></p><p>This is why I like the Angry DM's method. It keeps the background and personality choices meaningful while putting more control in the player's hands.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7385750, member: 6796661"] I guess if the DM is very generous in how often inspiration is rewarded. You can only have one inspiration point at a time. If it is only used once per session, does it have that much of an impact that it makes character features meaningless? Also, since it is part of the core RAW game, isn't it an ASPECT of the "mini-game that is 'maximizing advantage'"? In additional to sub-class, proficiency, and feat selection, you would also want to make sure you select a background and traits, bonds, flaws that you are comfortable role-playing to increase your chance of inspiration. My problem is that as written, it gives all the power to the GM. I can carefully craft my background and play it to the hilt, but if the DM doesn't notice or doesn't care, then I don't get that advantage. I find that in games run using inspiration RAW, either the players have to exaggerate how they player their characters--especially their flaws--or the DM doesn't notice. Either that, the DM will out of fairness just try to find an excuse to give out inspiration as early in the game as he can, to get it out of the way. This is why I like the Angry DM's method. It keeps the background and personality choices meaningful while putting more control in the player's hands. [/QUOTE]
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