| Post/Author/DateTime | Post |
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| #1MykeSchultzOct 15, 2014 1:46:11 | I know it varies from table-to-table, and I know why (roughly), and when it should be given out (roughly), but, on average, how often (roughly) should a DM give out Inspiration? I mainly want to know in case I ever DM.
Not that I care really, but we've played like 6 sessions and nobody has received Inspiration yet. I don't know if the DM just forgets, doesn't like the rule, or we just suck. Like I said, I don't care really (but it is kind of neat, and it gives players a little more incentive to try to be nifty), but what would a polite way of asking the DM why he or she doesn't use the Inspiration rule? I truly believe she just forgets. How could I give her a little nudge before gameplay? (I wouldn't want to ask why during the actual session). |
| #2talsharienOct 15, 2014 1:52:28 | Ask the gm before the session what your character will need to do to gain inspiration. |
| #3abs1nthOct 15, 2014 3:44:52 | I would just ask her openly before the session what her stance is on inspiration. What kind of things she wants to award it for. It's entirely possible she just forgot though, it's quite easy to forget to give inspiration because it requires a very meta analysis of what is happeneing which can be difficult when you are immersed in the game. |
| #4TherosOct 15, 2014 5:39:54 |
I would read out what the PHB says (page 126) to your whole group before you talk about it. That way everyone is clear on the rule. Then ask for your DM to make a decision. If he’s like me then he probably just forgets all about it during the game. My players found a good way to “remind” me by complimenting each other on what a good job they did role-playing or for a good idea. “You should get an inspiration dice for that George! That was slick!”
But seriously I forget about it all the time, so that could be it. |
| #5iserithOct 15, 2014 6:29:05 | Just ask the DM politely and directly. "Hey, do you use the Inspiration rules? I'd like to know what you're looking for so I can earn some." One simple way to help the DM during play is to point out that you're trying to get it. If you're purposefully playing to one of your character's traits, ideals, bonds, or flaws, say so and ask if that's worth Inspiration.
What I may do in my online game, since it's a little harder to read everyone since we're not in person, is to adapt the End of Session move from Dungeon World. This makes it so the players can do things this session that earn them Inspiration for next session. It also formalizes a conversation to be had at the end of each session which is useful for the group (helps with recall, provides opportunity for players to tell each other "good job!", shows the DM what is standing out as memorable to players, etc.). So you might suggest it to your DM if he's not sure how to handle Inspiration during play.
Now look at your alignment and compare it to the alignment descriptions on page 34 of the Player Basic Rules. If you feel you demonstrated your alignment well during play, describe it and then mark Inspiration. Finally, think about your relationships with the other characters. Choose one of your relationships that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark Inspiration and write a new bond with whomever you wish. Then answer these three questions as a group: For each "Yes," mark Inspiration. Normally, you can only have one Inspiration at a time. For this house rule, you can have as much Inspiration as your proficiency bonus. At the end of a session, you lose an Inspiration you have before going through the questions above. So spend 'em during play! |
| #6TimboramaOct 15, 2014 7:03:57 | Ask, but maybe do so with just her. But don't be afraid to! I don't give out Inspiration at my table, but that's because I don't feel I "need" to. Everyone plays their characters just fine, and we all have fun as a result. But that's because I know my table very well, and they're not strangers in the least (so they also know this, too!)
Other DMs and tables, though, try to actively give Inspiration for quirks or character decisions. But still other DMs only give out inspiration if what you did in-character is detrimental to the party (like you say your character is a clutz, and they accidentally drop the Macguffin).
One thing you can suggest to the DM: At the end of the session, have her ask "So, does anyone feel someone deserves Inspiration this session?" and then you can say, "Well Tony did that thing and bought a gnome a hat. That was pretty rad." And she can give it accordingly. It's a neat suggestion, for if/when you ask her, if she says she just "forgets" about Inspiration or feels awkward saying "Oh, hey Tony, remember that Gnome thing 2 hours ago? Here's your Inspiration" when a session hasn't even ended yet as an after-the-fact thing
(personally, though, whenever I play at tables I play the same if Inspiration is being handed out or not!) |
| #7KeendkOct 15, 2014 8:59:03 | On my table the players give inspiration to each other when needed, and the DM just vetoes if he disagrees. This of course requires a high level of trust between the DM and players, and is not recommended for club/organised play. This was the idea of the DM as he always forgot to dish it out, and in fairness we the players have a tendency to forget to use it anyway, so it all balances out ;) |
| #8OrwellianHaggisOct 15, 2014 12:12:23 | We tend to point out when an action relates to our personality traits, ideas, bonds and flaws. Then the DM decides whether or not to give out the inspiration dice. |
| #9AnsbachOct 15, 2014 12:43:11 |
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| #10iserithOct 15, 2014 13:22:51 | I'm a "glass is 32% full" kind of guy. |
| #11TimboramaOct 15, 2014 13:27:16 | You might be able to convince your DM to allow Inspiration after the fact, so you don't get double successes. While the implication is that you do so before you roll a single die, I think it's a weak, yet valid, interpretation to use inspiration after you roll (perhaps before you know you failed or succeeded).
This helps the plays use something meaningful for something, well, meaningful! |
| #12AnsbachOct 15, 2014 15:39:47 |
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| (Reply to #7)Redbeard2 |
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| #14AnsbachOct 16, 2014 5:11:05 | I've been thinking about why Savage Worlds bennies work so much better than D&D Inspiration and came up with an additional factor, perhaps the most important - there are multiple options and more importantly, concrete things that you can use a benny for that aren't left up to chance.
With that in mind, I'm probably going to spend some time brainstorming on some alternate uses for Inspiration - for example maybe a player can use it to add a story element ("I know a blacksmith in this town that can help us"), or maybe they can use it to have an enemy reroll a die (like the Lucky feat), or they can use it to cause extra damage. Not sure yet, but I really like the basic idea of having a few different ways to spend Inspiration. |
| #15ChrisCarlsonOct 15, 2014 16:30:47 |
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| #16RhennyOct 15, 2014 17:05:04 | At first I would always forget them. I had to remind myself as DM to think about them.
Then, I just started giving them out in dramatically appropriate situations based on how a player adds something awesome to the moment.
Sometimes, I even start a session rewarding them for last session's accomplishments.
You should definitely ask your DM. |
| #17paulstraitOct 15, 2014 23:03:16 |
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| #18AnsbachOct 16, 2014 5:12:14 |
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| #19AnsbachOct 16, 2014 5:14:00 |
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| #20abs1nthOct 16, 2014 6:49:07 |
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| #21paulstraitOct 16, 2014 8:03:42 |
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| #22Redbeard2Oct 16, 2014 8:02:51 | I agree with the general feeling that Inspiration is underwhelming and sometime wasted. I think next weekend I'm going to put a new house rule on the "trial" list. The Player can roll their attack die or save die or damage die/dice and then seeing the result, before I announce sucess or failure choose to roll an advantage die for attack or save or reroll one damage die.
Cheers,
Redbeard2 |
| #23AnsbachOct 16, 2014 10:14:01 | Paul, I think that you are presuming that [A(success) x B(failure) = .4 x .6 = .24] is wasted because the first die was already a success, correct?
What happens if both dice are rolled at the same time? |
| (Reply to #19)Timborama |
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| #25paulstraitOct 16, 2014 14:00:58 |
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| #26paulstraitOct 16, 2014 14:11:39 | Here's a spreadsheet I created that shows precisely what percentage of time time having advantage (or disadvantage) is relevant to the outcome: https://docs.google.com/spreadsheets/d/1G710aboeU5V7wpWtIVdu_8mCAbmTPOpcp5QHtXGfNBk/edit?usp=sharing
Also, you can think about it by analogy to static bonuses (also shown in the spreadsheet). A +5 bonus is relevant exactly 25% of the time, regardless of the DC, unless the chance of success on an unmodified roll was already greater than 75% or so difficult that even with the bonus you succeed less than 25% of the time. From DC 6 to DC 21, a +5 bonus is relevant exactly 25% of the time. At DC 13, it is relevant 25% of the time. Certainly advantage isn't nearly twice as relevant as that +5 bonus! In fact, since it changes the probability by 24%, it is slightly less relevant than that +5 bonus would be.
All of this speaks to your main point by the way -- it is even stronger than you originally suggested. Advantage doesn't make *that* much of a difference. Enough to notice, sure, but its still irrelevent more than three times as often as it is relevant. |
| #27sleypyOct 16, 2014 18:58:08 | Depends on the game. In a one-shot I give out inspiration at the end of a scene for playing to their character strength/weakness or being descriptive and ask that everyone spend it during the next scene.
In my ongoing campaign, I give it out rarely, but it will be for someone heroic because heroic actions are a major theme of the campaign and I'm using it more as a moral bonus. |