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*Dungeons & Dragons
Yes, Inspiration
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<blockquote data-quote="Lackhand" data-source="post: 6692945" data-attributes="member: 36160"><p>One interesting thought here: the important seeking of advantage that Inspiration somewhat curtails is mostly a pre-game activity.</p><p></p><p>When a character build provides you with advantage, it's not due to something you created at the table; it's a foundation you laid before the game and then triggered in game. Generally the situations you can reap advantage in are fairly narrow in scope, to avoid the obliging rules widget from being overpowered.</p><p></p><p>When inspiration provides you with advantage, it's due to a choice you made about who and what your character is before the game and then triggered in wait I minute I see what I'm doing here.</p><p></p><p>Now, they're not identical: the tactical trip master character build will always be able to trip (but not so good with a bow), while the inspiration-driven friend of the people is only good against tyrants (but not a peasant mob). It seems to me their areas of excellence are equivalent in size, but there's definitely some table judgment there.</p><p>Building a character with an inspiration-engine is a character build choice, a supplement not a replacement. The trip master and the friend of the people can be the same character. It's not an either/or.</p><p></p><p>That's kind of cool.</p><p></p><p>Now: perhaps the DM is being more openhanded with engines built off of traits & flaws than they are engines built off of spell combinations, magic items and feats. The rules in this area are few and broad, which works well for story-driven rewards, but the rest of the system is fairly well detailed. I think more guidance about how to DM for Inspiration would be good.</p><p></p><p>I think it's a piece of developing technology; as a community we'll figure out what to do with it sooner or later <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lackhand, post: 6692945, member: 36160"] One interesting thought here: the important seeking of advantage that Inspiration somewhat curtails is mostly a pre-game activity. When a character build provides you with advantage, it's not due to something you created at the table; it's a foundation you laid before the game and then triggered in game. Generally the situations you can reap advantage in are fairly narrow in scope, to avoid the obliging rules widget from being overpowered. When inspiration provides you with advantage, it's due to a choice you made about who and what your character is before the game and then triggered in wait I minute I see what I'm doing here. Now, they're not identical: the tactical trip master character build will always be able to trip (but not so good with a bow), while the inspiration-driven friend of the people is only good against tyrants (but not a peasant mob). It seems to me their areas of excellence are equivalent in size, but there's definitely some table judgment there. Building a character with an inspiration-engine is a character build choice, a supplement not a replacement. The trip master and the friend of the people can be the same character. It's not an either/or. That's kind of cool. Now: perhaps the DM is being more openhanded with engines built off of traits & flaws than they are engines built off of spell combinations, magic items and feats. The rules in this area are few and broad, which works well for story-driven rewards, but the rest of the system is fairly well detailed. I think more guidance about how to DM for Inspiration would be good. I think it's a piece of developing technology; as a community we'll figure out what to do with it sooner or later :) [/QUOTE]
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