Post by Chickadee (DM Trish) on Apr 20, 2017 19:32:46 GMT
Ok, I have another question (I have lots of them!!). One of my players seems to be starting to get a bit frustrated with me because I haven't awarded him with an inspiration point in awhile. However, this player hasn't really done anything that has stood out as either excellent role-play or made a decision based on their personal weakness (as the starter set DMG recommends). Now, he's bringing it up a lot during the game (and especially if I award someone else) so it feels a bit like if I gave him a point now, it would be more because he complained about it than because he earned it.
How have you guys/girls dealt with Inspiration points? Have you awarded them for other aspects of the game? Do you ever award them at the end of a session for overall excellent play (one of my ideas as a possible fix).
I want to be fair but I also want to ensure that everyone is having fun. (If he makes a fuss again this week, I'll have a private convo with him just to clear the air)
I agree with dmsam. I personally tend to forget that inspiration points are even a thing, what with everything else I have to consider. If a player does something awesome there is usually a fair amount of laughter from all of us, and if another player thinks it was worth an inspiration point, I usually give it to them. I've often found that players are my greatest ally and my toughest foe...
I think you are taking the correct path in not giving in to the complaining. Maybe when they are in the spotlight help them come up with a different way to do things. Suggest a skill challenge or if they are doing a charisma check make them say exactly what their character said. Give them inspiration for TRYING and maybe they'll try more?
I don't use inspiration in my game primarily because it's my personal opinion that grants these points and is subject to bias simply based off that. I can always try to be fair but that's not good enough for me, since I know I'll make judgement calls that aren't fair to everyone at the table. I do however play in a game that uses a system I copy and pasted down below that works well for us. Fate points are gained by acting out instincts of characters. If your familiar with the Fate Core system this is apparently similar. An instinct could be something like "I always draw my blade when I see an orc" or "I compulsively lie when asked personal questions." ect. The idea of instincts is things your character consistently does as a reaction to something and that helps define them in some way. Preferably you'll see an instinct of yours come up a few times in a session. Persona points are voted on by the entire group at the end of a session. We go down the categories and ask each person including the DM who they award that particular category to and why. This highlights different actions of different players such as someone who really put out a lot of damage in a fight, or someone who diplomatically avoided a fight altogether through some really good RP. The usage of points are strong and will essentially 'break' the game, but it allows a lot of cool things to happen that otherwise could've failed. After each vote whoever had the most votes for a category gets one Persona point. This may or may not be a system you can look at and tweak to your preference as an alternative to inspiration. I really like this system because I feel over time it's helped the players become better friends since you'll see others point out cool things you've done, and you get to express cool things other players have done which makes people feel appreciated. It's also a fair way to reward things that're similar to inspiration, at least more fair then only my personal judgement.
Aside from the system below other DMs of mine have rewarded everyone inspiration either at the beginning or end of each session, so essentially everyone gets a free one every session to use.
Favor1 Fate Grants advantage on one roll Misfortune1 Fate Grants of disadvantage on one roll Second Chance 2 Fate May re-roll any dice after seeing the result but not knowing its effect. May choose to keep your roll or not. Lucky3 Fate May treat any one roll as roll as if it were a 20 or automatically succeed on a saving throw. Amplify1 Persona Increase the damage die of all your attacks, spells, and abilities by one until the beginning of your next turn. Endure1 Persona Gain resistance against two damage types of your choice until the end of your next turn. Mastery2 Persona You may add your proficiency bonus to any ability check for one ability score you choose, this lasts for 8 hours. May stack with other proficiency/expertise bonuses. Vitality3 Persona Immediately gain the effects of a long rest, must be used outside of combat. Note: All points cap at 5
The Embodiment category is awarded to those for the most distinctive role playing or exceptional role playing. Examples include great speeches, desperate decisions, and gruesome revenge.
The Moldbreaker category is awarded to those that go beyond their character's boundaries. A character who handles conflict in a convincing manner, playing out the turmoil that they are experiencing, and truly showing their beliefs and morals were conflicted when their decision was made.
The Workhorse category is awarded to those that are the most relied upon. Whether it be combat, diplomacy, strategy, or keeping each other safe. A character who is always reliable to have that healing potion or that extra rope you may need. Someone who if they were not on your side those orcs would have savagely killed you.
The MVP category is awarded to those that lead the group through the adventure and drives the story to its conclusion. The character who without them you would not have been able to solve that riddle or get through that dungeon. A true leader who makes sure all parts of the group are working, and is able to handle any conflict that aris