Magical Results and Expenditure of HD

The place for discussion of Cubicle 7 and Sophisticated Games' "Adventures in Middle-earth" OGL setting.
JVV
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Re: Magical Results and Expenditure of HD

Post by JVV » Sun Feb 26, 2017 7:42 pm

Majestic wrote:And even in 'standard' 5E, I try to be quite liberal in handing out Inspiration. On the other hand, when I am a player in 5E, I've found that most GMs are pretty stingy with Inspiration, hardly every giving it out.
I try to hand it out but I find that it's kind of grafted onto 5E, and not really integrated in a meaningful way, so it can be tricky. You're very right that Inspiration is highly uneven. Using it for personality mechanics is a bit shaky, especially since many of the personality mechanics are not really in the control of the player (such as family-oriented ones) and others are annoyingly in control of the player ("violence is my answer to everything" which can be used to justify griefer behavior). Honestly I don't think WotC thought Inspiration through all that well.

One thing I do as DM is have an "Inspiration pool" so if you happen to get a point and already have one you can give it to someone else at that point or put it in the pool. This helps the less loquacious players, or characters that are themselves less talkative, some of whom may not necessarily get a word in edgewise with the more talkative ones.

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Majestic
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Re: Magical Results and Expenditure of HD

Post by Majestic » Mon Feb 27, 2017 7:22 pm

Yeah, Inspiration certainly isn't perfect, and I'm sure there are ways to improve it. I do like your idea, and it makes me consider coming up with some sort of 'Fellowship Pool' mechanic.

I've got a character in 5E with some Personal Characteristics that are really hard to hit. And I've seen others with tough ones, too, while others are fairly easy to achieve.
Adventure Summaries of our campaign, currently playing through The Darkening of Mirkwood

Mykesfree
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Re: Magical Results and Expenditure of HD

Post by Mykesfree » Mon Feb 27, 2017 7:54 pm

However in AiME, The designers made it very easy to gain inspiration besides the hitting notes in your background. For example during your journey phase, you can gain inspiration from an event of In Need of Help or A Lingering Memory of Times Long Past

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ThrorII
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Re: Magical Results and Expenditure of HD

Post by ThrorII » Mon Feb 27, 2017 8:58 pm

There are many listed and outside-the-box ways to hand out inspiration:
-Playing to Specialities, Distinct Features, Hopes and Despairs
-Interact with/Enjoy the scenery of middle-earth while on a journey
-Start a journey with a good Embarkation roll
-Successful rolls on certain journey events
-at the start of an adventure
-Meet famous patrons/characters
-Get a good nights rest (a long rest) somehow while on a journey
-For good role-playing of a scene
-For acting in a heroic fashion
-For making cultural traveling gear items relevant to a character or story
-After a battle, for driving away the enemy without incurring serious injuries or death
-Upon the arrival of hope unlooked for during a battle

These are just a few ways to hand out inspiration.

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zedturtle
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Re: Magical Results and Expenditure of HD

Post by zedturtle » Tue Feb 28, 2017 4:01 am

For me, I think the strongest argument for all the various ways that you can earn Inspiration is for your players to look at as getting Inspiration back.

In other words, for me, the natural state should be for characters to have Inspiration. They then use it (for a good reason, usually) and then do something characterful or setting-appropriate to earn it back. It shouldn't be approached as doing something characterful to get Inspiration, which is then used for some other unrelated thing. The Inspiration should come first, and then getting it back should come naturally to the player (though perhaps not the character).
Jacob Rodgers, occasional nitwit.

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Majestic
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Re: Magical Results and Expenditure of HD

Post by Majestic » Tue Feb 28, 2017 7:50 pm

That's a good point. In my 5E D&D game, I give out Inspiration all the time, and my player's often still have Inspiration (they seem reluctant to spend it, perhaps waiting for the appropriate time to do so). So it's somewhat 'wasted' in that it doesn't really do anything (you can't have double Inspiration).

I'm hopeful that with this game - especially with characters starting with it - that my players (predominantly a different group from the D&D one) will choose to spend it often and never hoard it.
Adventure Summaries of our campaign, currently playing through The Darkening of Mirkwood

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