Do you go to the dungeon?

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rules:inspiration [2018-07-04 12:04] – created sandrarules:inspiration [2020-09-09 20:24] (current) – Inspiration www-data
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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's a bigger "endless" bank of insp at the middle of the table. Every PC have their own pool. +## Getting insp
-  * 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 emotional, but it has to be something real and big), you get one insp — from them if they have at least one, from the bank otherwise+When there's a challenging conversation, especially when someone's 
-  * You can spend two insp (giving it to the other person) to force a significant emotional concession+traits, ideals, bondsflaws, or relationships are on the line, the 
-  * You can spend three insp to block such a force -- they keep their two and get three from you. +person who gives in gets insp. 
-  If you are in the scene you can give insp that you already have to your allies to help with this. + 
-  * You can also empty your own insp pool, giving it all to the bank, to get advantage on roll, as long as you had at least one. (This is in honor of 5e's binary "you have it or you don't" nature 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. +Be ready to have to deal with the consequences of giving inIf you 
-  * If diegetic circumstances reasonably allow, you can spend one insp to duck or crash a sceneThat insp goes to that person. +give in on your own trait, you might lose the trait
-  * If you have more than 0 insp at the end of the session, you start the next session with 1 insp.+ 
 +Pro tip for getting more insp to the table: find out another player 
 +character's traits and challenge those traits
 + 
 +## Using insp
 + 
 +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.) 
 + 
 +## Keeping insp! 
 + 
 +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.