How to use Inspiration?

Post/Author/DateTimePost
#1

Woodhelm

Feb 03, 2015 6:28:10

After reading through the rules on Inspiration I still have questions on how it's awarded and used. It's my understanding that you can only have a single instance of it until it's used but exactly how is it used? Is it a point that's used to add to an attack or check roll? Does it give the player who has it the option to take advantage or disadvantage on a roll of their choice? I think it would be helpful to have an example of how it's used in actual game play.

 

Thanks.

#2

mellored

Feb 03, 2015 6:34:49

It's used whenever the player wants advantage.

 

DM: "The lich casts a spell at you, roll a Dex save"

Player: "I have 5HP left, i'll use my insperation to get advantage on this".

 

DM: "The evil ritual is about to be complete, and the enemy is near death".

Player: "I'll better make sure i don't miss, i'll use my insperation to get advantage on this"

 

DM: "The stable boy smiles at you when he takes your horse"

Player: "I'll use insperation to get advantage on my charisma check...  ".

#3

IxidorRS

Feb 03, 2015 6:59:23

Woodhelm wrote:
#4

Timborama

Feb 03, 2015 7:52:00

Don't feel obligated to use it. But! Just let everyone know you aren't using it, so you don't pull a fast one by accident.

 

I don't use it, and it just sits wasted on character sheets. We don't use it, though, because we have enough fun with the game so there's no need to encourage a certain playstyle or foster "healthy" actions or anything. Then again, we're already an established crew, so a new DM or player might utilize it for its intended purpose (as would power gamers who also like to RP!)

#5

Woodhelm

Feb 03, 2015 10:28:11

Great discussion. It's also my understanding that inspiration isn't something you can stockpile. Either you have it or you don't and when it's used it's gone until you earn it again, correct?

#6

mellored

Feb 03, 2015 10:35:54

Woodhelm wrote:
(Reply to #6)

Timborama

mellored wrote:
#8

mellored

Feb 03, 2015 11:48:25

Hmm....

 

the players should give the DM insperation dice too.

#9

iserith

Feb 03, 2015 11:53:22

The way I do it is that players earn Inspiration when they incur a cost or setback as a result of their traits, ideals, bonds, or flaws. They can also earn it when they voluntarily take disadvantage on a roll. For example, if a cleric's flaw is that he's too trusting of his church's hierarchy, he can opt to take disadvantage on a Wisdom (Insight) check when the party is questioning the corrupt archbishop and the DM calls for such a check. In the doing, the cleric's player earns Inspiration. Same goes for when the rogue turns tail and runs when things are looking bad (a flaw) and loses the valuable criminal contact he has to assassins.

 

This puts when the players receive Inspiration in the players' hands. It relieves me of dealing with it.