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Tweaking 5E: Your knobs, dials and switches.
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<blockquote data-quote="iserith" data-source="post: 7640861" data-attributes="member: 97077"><p>How Inspiration is awarded and spent is a really easy place to start adjusting the dial. A couple of recent examples:</p><p></p><p>For Eberron, I changed Inspiration so that when you spend it you add 1d6 after the d20 roll rather than just had advantage. This was to be reminiscent of the D&D 3.5e version of Action Points that were introduced with that Eberron campaign setting. It also allows for hitting DCs one would not normally be able to hit which is good for trying some superheroic thing from time to time. Inspiration works otherwise as I've laid out in <a href="https://www.enworld.org/forum/showthread.php?629330-The-Case-for-Inspiration" target="_blank">The Case for Inspiration</a>.</p><p></p><p>For Planescape, I added alignment descriptors as specifically defined by the rules (e.g. lawful good is "I can be counted on to do the right thing as expected by society...") and put that in the Ideal personal characteristic. So this gave the players 5 ways to achieve 4 Inspiration per session (personality trait, ideal, ideal (alignment), bond, flaw). If they joined a faction, then I'd add a specific faction Bond as well, making it 6 ways to gain 4 Inspiration per session. This helped incentivize playing to alignment and joining factions and living up to their duties which supports the Planescape theme.</p><p></p><p>For Tales from the Yawning Portal, I did it like Eberron in that you added a d6 after the roll rather than roll for advantage but you could only add Inspiration to <em>someone else's</em> d20 roll. The concept was that your inactive (backup) character was in the Yawning Portal telling the story of your active character in the adventure. So when the active character fell short, the players would all jump in and try to be the first to say "That's not how I remember it!" and add a d6 to the roll, as if the character in the tavern were disagreeing on how the story goes.</p><p></p><p>Whether or not downtime activities are used and which of those activities are available also helps support the campaign theme. I sometimes use them, sometimes don't. If I do use them, it's usually for a city-based campaign.</p><p></p><p>As well, in general, what races, classes, backgrounds, and whatnot are permitted in the campaign are the most recognizable dial. Same deal with what gets awarded experience points or character advancement.</p></blockquote><p></p>
[QUOTE="iserith, post: 7640861, member: 97077"] How Inspiration is awarded and spent is a really easy place to start adjusting the dial. A couple of recent examples: For Eberron, I changed Inspiration so that when you spend it you add 1d6 after the d20 roll rather than just had advantage. This was to be reminiscent of the D&D 3.5e version of Action Points that were introduced with that Eberron campaign setting. It also allows for hitting DCs one would not normally be able to hit which is good for trying some superheroic thing from time to time. Inspiration works otherwise as I've laid out in [URL="https://www.enworld.org/forum/showthread.php?629330-The-Case-for-Inspiration"]The Case for Inspiration[/URL]. For Planescape, I added alignment descriptors as specifically defined by the rules (e.g. lawful good is "I can be counted on to do the right thing as expected by society...") and put that in the Ideal personal characteristic. So this gave the players 5 ways to achieve 4 Inspiration per session (personality trait, ideal, ideal (alignment), bond, flaw). If they joined a faction, then I'd add a specific faction Bond as well, making it 6 ways to gain 4 Inspiration per session. This helped incentivize playing to alignment and joining factions and living up to their duties which supports the Planescape theme. For Tales from the Yawning Portal, I did it like Eberron in that you added a d6 after the roll rather than roll for advantage but you could only add Inspiration to [I]someone else's[/I] d20 roll. The concept was that your inactive (backup) character was in the Yawning Portal telling the story of your active character in the adventure. So when the active character fell short, the players would all jump in and try to be the first to say "That's not how I remember it!" and add a d6 to the roll, as if the character in the tavern were disagreeing on how the story goes. Whether or not downtime activities are used and which of those activities are available also helps support the campaign theme. I sometimes use them, sometimes don't. If I do use them, it's usually for a city-based campaign. As well, in general, what races, classes, backgrounds, and whatnot are permitted in the campaign are the most recognizable dial. Same deal with what gets awarded experience points or character advancement. [/QUOTE]
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