Do you go to the dungeon?

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rules:inspiration [2018-07-04 12:04] – created sandrarules:inspiration [2019-06-06 09:44] – [Challenging conversation] sandra
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 ====== Inspiration ====== ====== Inspiration ======
-  * The scene format of Hillfolk won't be used. Time will pass as in our normal 5e games+ 
-  * All the NPCs together share a pool of insp that starts out empty, and there'a bigger "endless" bank of insp at the middle of the table. Every PC have their own pool. +===== Short summary of how to get it ===== 
-  * PCs gain insp when their traits, ideals, bonds or flaws get them in trouble (as before). This is always from the bank+ 
-  * When you grant a significant concession (practical or emotionalbut it has to be something real and big)you get one insp — from them if they have at least one, from the bank otherwise+You gain insp from giving in (in conversations), or for letting your 
-  * You can spend two insp (giving it to the other person) to force a significant emotional concession+fellow party members down
-  * You can spend three insp to block such a force -they keep their two and get three from you+ 
-  * If you are in the scene you can give insp that you already have to your allies to help with this. +First of all, grab an insp token so that the rest of us can see what's 
-  * You can also empty your own insp poolgiving it all to the bank, to get advantage on a roll, as long as you had at least one(This is in honor of 5e's binary "you have it or you don'tnature of insp.) You can also give someone else advantage this way. It still costs you all of your insp. Unlike 5e, you can also impose disadvantage. You can do this on any d20 roll, not just attacks, saves and checks. +going on, then challenge one of your (or someone elses) relationships, 
-  * If diegetic circumstances reasonably allow, you can spend one insp to duck or crash a sceneThat insp goes to that person. +traits, ideals, bonds or flaws through [[inspiration#challenging-conversation|a conversation]], through [[inspiration#through-action|an 
-  * If you have more than 0 insp at the end of the session, you start the next session with 1 insp.+action]], or through [[inspiration#inaction-or-failed-action|an inaction or failed action]]. 
 + 
 +==== Challenging conversation ==== 
 + 
 +  - Look through either your own or someone elses traitsidealsbonds or flaws, or at a relationship that one of you hasor the relationship between the two of you
 +  - Grab an insp token and place it between the two of you
 +  - Challenge that trait or relationship through conversation
 +  - The insp token goes to the person who gives in
 + 
 +Be ready to have to deal with the consequences of giving in. If you give in on your own trait, you might lose the trait. 
 +==== Through action === 
 + 
 +Grab an insp token. 
 + 
 +Show, or tell, how your trait, ideal, bond or flaw leads you to do **something that other player characters rely on you to //not// do**. 
 + 
 +If this is challenged it can lead to a conversation. In that case, the person who gives in gets the inspiration
 + 
 +==== Inaction or failed action  ==== 
 + 
 +Grab an insp token. 
 + 
 +Showor tell, how your trait, ideal, bond or flaw prevents you from succeeding on **something that other player characters rely on you to do**. 
 + 
 +Sometimes it's you trying to do the thing but failing (for example you have the flaw "I do sloppy work"). If you already rolled a dieflip the successful d20 to %%1%% and fail. (You don't gain inspiration if you aready failed on the roll.) If there weren'die roll for this particular taskjust time spent, then the time is wasted. 
 + 
 +Sometimes you just don't roll. This can be you trying & failing ("I do sloppy work"or it can be you not even trying ("I refuse to polish the armor of those beneath me"). 
 + 
 +If this is challenged it can lead to a conversation. In that case, the person who gives in gets the inspiration. 
 + 
 +===== Who can have it? ===== 
 + 
 +Player characters can have insp. NPC insp goes to the DM. So inspiration that a beloved NPC ally of the players get, can be used by the evil hobgoblins against the players. 
 + 
 +===== Using It! ===== 
 + 
 +If you have inspiration, you can spend it to impose advantage or disadvantage on any d20 roll. (If you have more than one token, spend them all.
 + 
 +===== Keeping It! ===== 
 + 
 +You don't need to keep track of the exact amount of insp tokens you have. You either have inspiration or you don't. If you end the session with inspiration, you keep it until you use it.