Inspiration Expanded

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Jan 10, 2020 3:36 pm
Inspiration & Characteristics

The Inspiration as described in the PHB sucks. As such it is never remembered that it even exists. So we will use a variant from the Angry GM as follows:

Every character begins [each narrative arc] with 1 point of Inspiration if they do not have any, which is a thing you either have or you do not have. At the end of each narrative arc the player loses half of the Inspiration they have rounded up.

If you have Inspiration, you can spend it at any time to take an Inspired Action provided that action somehow ties into one of your character’s personal characteristics. If your Ideal is "I will do anything to save a person in danger," and you want to swing across a ravine on a vine to rescue someone who is about fall into the ravine and hanging by one hand, that fits. You can claim an Inspired Action.

When you take an Inspired Action, you can either gain Advantage on an ability check, attack roll, or saving throw OR you can give Advantage to someone else’s ability check, attack roll, or saving throw provided you are in a position to assist them directly in some way OR impose disadvantage on someone else’s ability check, attack roll, or saving throw provided you are in a position to hinder their action directly in some way. Whatever it is, the Inspired Action MUST somehow connect to one of your Personal Characteristics.

So, if take that "I will do anything to save a person in danger," The character could do the aforementioned "swinging across the ravine to catch them from falling" thing. Or if they have to attempt a saving throw to avoid a collapsing ceiling, they could throw themselves at another to save them, giving them advantage on the saving throw. Or if a monster is about to attack someone standing near them, they could interpose themselves and give the monster disadvantage on the attack roll. See? Easy Peasy.

When you don’t have Inspiration, you can Claim a Setback to gain Inspiration. To Claim a Setback you must either impose disadvantage on one of your own ability checks, saving throws, or attack rolls based on one of your Personal Characteristics OR make a decision that creates a significant story setback, obstacle, or hindrance. When you want to Claim a Setback, simply ask the GM.

For example: "I’m easily distracted by shiny objects" is one of your Characteristics, so you could claim you are distracted by the giant pile of treasure. So you ask the GM "Can I Claim a Setback and take disadvantage on my saving throw against the dragon’s fire breath due to that shining pile of treasure?" Or: This guy wants to help us, but "I distrust all strangers" as one of Characteristics. So GM if I’m rude and accusatory of him can I Claim a Setback for that? And then the GM might have the stranger refuse to help or get offended or start a fight. Whatever they deem most appropriate.

After you Claim a Setback, you get Inspiration. You can then use that Inspiration to take an Inspired Action. And on and on it goes.

However if you have no pre-defined Characteristics listed then you cannot benefit from Inspiration so it is totally up to you.
Jan 10, 2020 3:38 pm
I have re-posted the Inspiration Guidelines and I am going to bring everyone's Traits, Ideals, Bonds, and Flaws here and give suggestions on how they might be used in game to help give a better idea of each of you of how you might go about using these to Gain or Use Inspiration

This will be an on going work as I get Inspiration ;-) and Time
Jan 10, 2020 3:39 pm
Brindel

Align: Lawful Good

Patron: Gulthyn

Trait: Anything worth doing is worth doing right

Trait: I am always polite and respectful

Ideal: I seek to prove myself worthy of my god's favor by matching my actions against their teachings.

Bond: Someone saved my life on the battlefield. To this day I will never leave a companion behind.

Flaw: I remember every insult I have ever received and nurse a silent resentment toward anyone who has ever wronged me.

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If doing something the "right way" meant it was going to be more difficult then a Setback could be claimed
Jan 10, 2020 3:43 pm
Egret

Align: Neutral Good

Patron: Mielikki

Trait: I have been told that I have a questionable fashion sense, but I enjoy bright things - there were few in the Underdark, and the beauty of the saturated colors is still fascinating to me.

Trait: I might be a little lonely, but I can't connect with anyone, and nature is my best friend - it is enough, even if sometimes I yearn for another's company.

Ideal: Everything that surrounds us and we ourselves are a part of the circle of nature. Years pass, and whatever happens, happens as the part of life - however anyone wishes to perceive it.

Bond: Wilderness is my home - the places where nature is in full bloom, where plants and animals have never seen beings like myself, where I am alone and free of expectations.

Flaw: I am not cut out to interact with people, and they often see me as eccentric and strange, and sometimes cold-hearted. There might be a kernel of truth in the last statement, too - if cold-heartedness means acceptance of things that happen, however painful, then I can see why I am being considered cold.
Jan 10, 2020 3:44 pm
Feliani

Align: Chaotic Good

Patron: Hanali

Trait: I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.

Trait: Nothing can shake my optimistic attitude.

Ideal: Charity. I always try to help those in need, no matter what the personal cost.

Bond: Everything I do is for the common people.

Flaw: My piety sometimes leads me to blindly trust those that profess faith in my patron Hanali.

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Bristling at any lawfulness that seems too restrictive or too controlling
Jan 10, 2020 3:50 pm
Lex

Align: Chaotic Good

Patron:

Trait: Scientifically analyses all situations including his own rapidly developing sorcerer's powers.

Ideal: Live and let live. We have all done things we are not proud of, so who am I to judge. The important consideration is the want to do good and right previous wrongs.

Bond: He wishes to become the most well-known alchemist in the Realms and will do anything to learn about the arcane nature of various reagents and promote his concoctions.

Flaw: He is on the run from his previous guild for stealing his own invention which is also the source of his powers. As such he is very paranoid and feels uncomfortable around strangers until he knows where their allegiances lie.

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