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Weird Interpretations for High/Low Ability Scores
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<blockquote data-quote="Ovinomancer" data-source="post: 8090913" data-attributes="member: 16814"><p>Totes agree. And, that said, inspiration almost never shows up in my 5e game. It's the weirdest thing. I mostly stole your approach, but, in a nutshell, I, as GM, have nothing to do with inspiration. The rule is that players can, while taking an action, state how their action ties into one of their BIFTs or background and claim inspiration for the roll. That's it, they just have to point out how what their doing works with their characterization choices and they get it. The second rule is that you can only use a given BIFT or background feature once in a session for inspiration, but that's still like 5 or 6 times a session they can claim it. But, they don't. Even when I point it out, it might get used that time but then... not. And, my players are awesome at having rich characterization and playing into their BIFTs and backgrounds, so it's not that. It's like they just don't... want to? I dunno. I'm hoping our current long rotation into Blades in the Dark will help with any hesitancy to lean into it when we return to 5e (probably post-pandemic because Blades is easier on us scheduling wise -- I game with 2 first responders and someone in medicine we flexibility of attendance is paramount).</p><p></p><p>Although, I will say that one of my players in Blades keeps trying actions they suck at and paying the price for it, despite having good chances with other approaches (and earning XP for using them!). He's a Whisper with zero social skills and great paranormal ones, but tends to ignore his paranormal abilities (despite them having been hella effective in previous situations) and instead tries to talk his way through things. It's... odd, but maybe a clue? Last session I flat out told him he should really reconsider trying to talk his way through things and just go with summoning some ghosts every now and again, after he had his third outright failure in a row while trying to be a smooth talker. I mean, when you try to convincingly con someone, declare a Sway action, and you have 0 dice in Sway... what exactly are you expecting to happen? Which, come to think of it, is a great analogy to this thread and how you can try to be Sherlock Holmes but your dice may disagree. I'm not going to police the trying (just like I don't police my player trying to con on 0d Sway), but the adjudication of your pretty word or deductive superpowers may leave much to be desired.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8090913, member: 16814"] Totes agree. And, that said, inspiration almost never shows up in my 5e game. It's the weirdest thing. I mostly stole your approach, but, in a nutshell, I, as GM, have nothing to do with inspiration. The rule is that players can, while taking an action, state how their action ties into one of their BIFTs or background and claim inspiration for the roll. That's it, they just have to point out how what their doing works with their characterization choices and they get it. The second rule is that you can only use a given BIFT or background feature once in a session for inspiration, but that's still like 5 or 6 times a session they can claim it. But, they don't. Even when I point it out, it might get used that time but then... not. And, my players are awesome at having rich characterization and playing into their BIFTs and backgrounds, so it's not that. It's like they just don't... want to? I dunno. I'm hoping our current long rotation into Blades in the Dark will help with any hesitancy to lean into it when we return to 5e (probably post-pandemic because Blades is easier on us scheduling wise -- I game with 2 first responders and someone in medicine we flexibility of attendance is paramount). Although, I will say that one of my players in Blades keeps trying actions they suck at and paying the price for it, despite having good chances with other approaches (and earning XP for using them!). He's a Whisper with zero social skills and great paranormal ones, but tends to ignore his paranormal abilities (despite them having been hella effective in previous situations) and instead tries to talk his way through things. It's... odd, but maybe a clue? Last session I flat out told him he should really reconsider trying to talk his way through things and just go with summoning some ghosts every now and again, after he had his third outright failure in a row while trying to be a smooth talker. I mean, when you try to convincingly con someone, declare a Sway action, and you have 0 dice in Sway... what exactly are you expecting to happen? Which, come to think of it, is a great analogy to this thread and how you can try to be Sherlock Holmes but your dice may disagree. I'm not going to police the trying (just like I don't police my player trying to con on 0d Sway), but the adjudication of your pretty word or deductive superpowers may leave much to be desired. [/QUOTE]
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