CapnZapp
Legend
Thanks.That's probably your best bet.
Though I think my preference would actually be to keep the tie between Inspiration and Advantage, and instead enforce that Inspiration can only be used on actions somehow tied to your Traits, and is gained by accepting a setback (usually something tied to your Flaw). Which I can't claim credit for - I nicked it from the Angry GM.
Edit:
I totally like
1) that the DM isn't responsible for granting you Inspiration; either you're content with the the free Inspiration you get each session (not my decision), or you expose yourself to your flaws to gain more (YOUR decision, not mine)
2) you only get to use inspiration on personal stuff (your flaws or more likely, your traits, bonds or ideals) NOT on any random roll (such as the one you need to nail the princess, kill the dragon or otherwise gain your next powerup...)
3) that any player trying to sweep traits under the rug by coming up with bland past history things (my hometown things, like how I had a sad childhood that somehow does nothing to prevent me from acting like a murderhobo now) is still allowed... but also useless!
4) did I say the player gets to decide? Or rather, did I say I no longer need to be judge and jury as the DM and how cool is that!?
That said, the one thing Angry isn't discussing is mechanics: alternatives to what inspiration actually gives. Options for when you don't like advantage - and specifically how it doesn't stack with the bonus provided by mutitudes of game effects that is also called advantage...

And this is what this thread is for!

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