Do you go to the dungeon?


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rules:inspiration [2019-05-23 08:50]
rules:inspiration [2020-01-14 18:43]
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 ====== Inspiration ====== ====== Inspiration ======
-===== Who can have it? ===== 
-Then each //player character// has their own pool,\\ and all the NPCs have a shared pool (separate from the bowl of tokens).+===== Short summary of how to get it =====
-So inspiration that a beloved NPC ally of the players getscan be used by the evil hobgoblins against the players.+You gain insp from giving in (in conversations)or for letting your fellow party members down.
-===== Getting It! =====+First of all, grab an insp token so that the rest of us can see what’s going on, then challenge one of your (or someone elses) relationships, traits, ideals, bonds or flaws through [[#challenging-conversation|a conversation]], or through [[#letting-others-down|letting others down]].
-==== Wound Threshold ====+==== Challenging conversation ====
-Your [[wound threshold|wound threshold]] can give you insp!+  - Look through either your own or someone elses traits, ideals, bonds or flaws, or at a relationship that one of you has, or 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.
-==== Start a challenging conversation ====+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.
-  - Look through either your own or someone elses traits, ideals, bonds or flaws, or look at the relationship itself between the two of you. +==== Letting others down ====
-  - Place the inspiration bowl between the two of you. +
-  - Challenge that trait or relationship through conversation. The "winner" pays an inspiration to whoever gave in. Pay from the bowl if you don't have any.+
-Pro tip: giving in to those who don't have any insp increases the net insp that the group has. However, you still have to be ready to deal with the consequences of giving in.+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**, or how it //prevents// you from succeeding on **something that other player characters rely on you to do**.
-==== Face challenge ====+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 die, flip the successful d20 to %%1%% and fail. (You don’t gain inspiration if you aready failed on the roll.) If there weren’t a die roll for this particular task, just time spent, then the time is wasted.
-When others rely on you to do something, you can face a challenge.+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”).
-Immediately grab an insp from the bowl, and then either showor tell, how your trait, ideal, bond or flaw prevents you from succeeding.+If this is challenged it can lead to a conversation. In that casethe person who gives in gets the inspiration. If they convince you and you give in, you get the insp and you should also rewrite and change that trait.
-You can do this before attempting the task (before the die is rolled [if it's an ability check, saving throw, attack roll, <html><abbr title="saving throw check"></html>STC<html></abbr></html>, or defense roll] or before the time is spent if it's a time-consuming task), or after (flipping your successfully rolled d20 to ''%%1%%''). You don't gain the insp if you did roll but failed.+===== Who can have insp? =====
-===== Using 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.
-You can empty your own insp pool to impose advantage or disadvantage on any d20 roll, unless it already was at zero, obv.+===== Using insp! =====
-If the challenging conversation isn't going the way you want to, you can pay them two insp to force the issue. They have to make a significant emotional concession; not necessarily giving you exactly what you want but some sort of respect or validation. +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.)
-They can counter that force by giving you three; leaving you with five. You can't start new shit with them for a while.+
-If other people are having a convo that you would be physically able to walk in on, you can pay the person who started it one of your own insp to join in.+===== Keeping insp! =====
-===== 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.
-If you have more than 0 insp at the end of the session, you start the next session with 1 insp. 
-===== Tip ===== 
-Outside of the freebie you get from staying awake at your wound thresholds, the other sources of insp are all **player initiated**. Learn some of the ways to get insp and apply them if you want to have insp. (Great for crit fishing and sneak attack!) 
-And starting some serious emotional drama that causes characters and relationships to change or bruise up against each other beyond just cozy tea time might not be "cheap" for the characters and all the heartbreak that lies ahead. But it's probably the easiest way to add some insp to the table.