Do you go to the dungeon?

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rules:inspiration [2019-05-27 08:06] – [Face a challenge] sandrarules:inspiration [2019-06-06 09:44] – [Challenging conversation] sandra
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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'
 +going on, then challenge one of your (or someone elses) relationships, 
 +traits, ideals, bonds or flaws through [[inspiration#challenging-conversation|a conversation]], through [[inspiration#through-action|an 
 +action]], or through [[inspiration#inaction-or-failed-action|an inaction or failed action]].
  
-==== 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. 
 +==== Through action ===
  
-  - Look through either your own or someone elses traits, ideals, bonds or flaws, or look at the relationship itself between the two of you. +Grab an insp token.
-  - 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.+Showor 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.
  
-==== Face a challenge ====+==== Inaction or failed action  ====
  
-When others rely on you to do something, you can face a challenge.+Grab an insp token.
  
-Immediately grab an insp from the bowl, and then either show, or tell, how your trait, ideal, bond or flaw prevents you from succeeding.+Show, or tell, how your trait, ideal, bond or flaw prevents you from succeeding on **something that other player characters rely on you to do**.
  
-You can do this before attempting the task (before the die is rolled [if it's an ability checksaving 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.+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 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.
  
-The opposite also works; when others rely on you to **not** do something, you can face a challenge and do it. +Sometimes you just don't roll. This can be you trying & failing ("do sloppy work") or it can be you not even trying ("I refuse to polish the armor of those beneath me").
-===== Using It! =====+
  
-You can empty your own insp pool to impose advantage or disadvantage on any d20 roll, unless it already was at zeroobv.+If this is challenged it can lead to a conversation. In that casethe person who gives in gets the inspiration.
  
-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. +===== Who can have it? =====
-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 onyou can pay the person who started it one of your own insp to join in.+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.
  
-===== Keeping It! =====+===== Using It! =====
  
-If you have more than 0 insp at the end of the sessionyou start the next session with 1 insp.+If you have inspiration, you can spend it to impose advantage or disadvantage on any d20 roll. (If you have more than one tokenspend them all.)
  
-===== Tip ===== +===== Keeping It! =====
- +
-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 aheadBut it's probably the easiest way to add some insp to the table.+You don't need to keep track of the exact amount of insp tokens you haveYou either have inspiration or you don't. If you end the session with inspiration, you keep it until you use it.