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General Tabletop Discussion
*Dungeons & Dragons
The Case for Inspiration
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<blockquote data-quote="TaranTheWanderer" data-source="post: 7512938" data-attributes="member: 15882"><p>I use inspiration similar to how the FATE system uses fate points. In fact, I'm convinced 5e borrowed the concept from that system but integrated it very poorly.</p><p></p><p><strong>Here's how it works:</strong></p><p></p><p><strong>1. </strong> In FATE, you have Aspects which are similar to your personality/bond/flaws. You can pay a Fate point to 'invoke an aspect' to give yourself a bonus to a roll. What that means is, if your character has a 'hot head' personality trait, you can pay a Fate Point to get a bonus in a situation where being a Hot Head would give a bonus (like combat, or intimidating someone).</p><p></p><p>In this way, Inspiration is just like Fate points...EXCEPT, in FATE, the GM can COMPEL the character. Are you in the middle of a diplomatic talks? "I'll offer you a Fate Point if you insult their lead diplomat - you are a 'hot head' after all."</p><p></p><p>This way, the dm can reward the player to complicate the situation. The player can always turn it down but you'd be surprised how much players love this kind of reward to rp.</p><p></p><p>Players can 'compel' other players by giving them their inspiration too.</p><p></p><p><strong>2. Use inspiration to declare something. </strong></p><p></p><p>Hey GM, i'm new in town. Can I use an inspiration to declare that I have a contact here in town? I have the Personality Trait, 'friend to the masses'.</p><p></p><p>You get some cool stuff happening where the players now add to the story. Instead of them asking, 'is there a torch somewhere?' and the dm rolling % or having to decide, the player just spends his inspiration. (DM decides what is acceptable)</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7512938, member: 15882"] I use inspiration similar to how the FATE system uses fate points. In fact, I'm convinced 5e borrowed the concept from that system but integrated it very poorly. [B]Here's how it works:[/B] [B]1. [/B] In FATE, you have Aspects which are similar to your personality/bond/flaws. You can pay a Fate point to 'invoke an aspect' to give yourself a bonus to a roll. What that means is, if your character has a 'hot head' personality trait, you can pay a Fate Point to get a bonus in a situation where being a Hot Head would give a bonus (like combat, or intimidating someone). In this way, Inspiration is just like Fate points...EXCEPT, in FATE, the GM can COMPEL the character. Are you in the middle of a diplomatic talks? "I'll offer you a Fate Point if you insult their lead diplomat - you are a 'hot head' after all." This way, the dm can reward the player to complicate the situation. The player can always turn it down but you'd be surprised how much players love this kind of reward to rp. Players can 'compel' other players by giving them their inspiration too. [B]2. Use inspiration to declare something. [/B] Hey GM, i'm new in town. Can I use an inspiration to declare that I have a contact here in town? I have the Personality Trait, 'friend to the masses'. You get some cool stuff happening where the players now add to the story. Instead of them asking, 'is there a torch somewhere?' and the dm rolling % or having to decide, the player just spends his inspiration. (DM decides what is acceptable) [/QUOTE]
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