Do you go to the dungeon?


This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
rules:inspiration [2019-05-23 08:54] – [Face a challenge] sandrarules:inspiration [2020-09-09 22:24] (current) – Inspiration www-data
Line 1: Line 1:
-====== 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).+## Getting insp!
-So inspiration that beloved NPC ally of the players getscan be used by the evil hobgoblins against the players.+When there'challenging conversation, especially when someone'
 +traits, ideals, bonds, flaws, or relationships are on the line, the 
 +person who gives in gets insp.
-===== Getting It! =====+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.
-==== Wound Threshold ====+Pro tip for getting more insp to the table: find out another player 
 +character's traits and challenge those traits.
-Your [[wound threshold|wound threshold]] can give you insp!+## Using insp!
-==== Start a challenging conversation ====+If you have inspiration, you can spend it to impose advantage or 
 +disadvantage on any d20 roll. (If you have more than one token, you 
 +lose them all.)
-  - Look through either your own or someone elses traits, ideals, bonds or flaws, or look at the relationship itself between the two of you. +## Keeping insp!
-  - 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'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.+You don'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.
-==== Face a challenge ==== 
-When others rely on you to do something, you can face a challenge. 
-Immediately grab an insp from the bowl, and then either show, or tell, how your trait, ideal, bond or flaw prevents you from succeeding. 
-You can do this before attempting the task (before the die is rolled [if it's an ability check, saving throw, attack roll, STC, 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. 
-===== Using It! ===== 
-You can empty your own insp pool to impose advantage or disadvantage on any d20 roll, unless it already was at zero, obv. 
-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. 
-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 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.