Page 1211 - Target of Diplomacy

23rd Apr 2019, 6:00 AM
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Target of Diplomacy
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Author Notes:

Newbiespud 23rd Apr 2019, 6:00 AM edit delete
Inspiration is one of those mechanics where I severely wish I saw it used more frequently by every 5e DM, but I absolutely sympathize with why they tend not to.


Bukubukuchagama 23rd Apr 2019, 6:12 AM edit delete reply
Man, Cozy reminds me of Umbridge lol
KS_Claw 23rd Apr 2019, 7:11 AM edit delete reply
All we're missing is the "Hem hem."
Classic Steve 23rd Apr 2019, 7:34 AM edit delete reply
The biggest difference is that Umbridge was never popular.
hankroyd 23rd Apr 2019, 9:51 AM edit delete reply
I liked her: The kitten plates are so cute. I wanted to have them so much.
Jennifer 23rd Apr 2019, 10:39 PM edit delete reply
Don't forget the kitten plates are evil - they warn her of kids doing things she disapproves of.
Jannard 23rd Apr 2019, 6:21 AM edit delete reply
Inspiration is a double-edged sword. I've seen it used to motiate roleplaying exclusively, but I feel that's unfair for players who simply aren't there to roleplay or aren't good at it. I prefer to use it to motivate not acting the character blatantly out of personality, and acting within the theme of the adventure.
Digo Dragon 23rd Apr 2019, 6:35 AM edit delete reply
Digo Dragon
Pfft. When I ran 5e games, I gave out inspiration like popup ads on Dailymotion, with cake and flashing colored text! And my players still wouldn't use it!

They either kept forgetting it was there or they be like "I might have a better use for it later, so I'll just accept getting my face bitten off now by the worg."

All my 5e adventures ended with PCs missing chunks of their faces and all the inspiration points sitting like that pork loin leftovers in the back of your fridge no one eats. :(
Evilbob 23rd Apr 2019, 6:52 AM edit delete reply
Hey! Scars build character! And attracts the ladies!

Clearly you didn't have enough potential TPK scenarios for them to get the value out of spending their Inspiration points, lol
Digo Dragon 23rd Apr 2019, 7:39 AM edit delete reply
Digo Dragon
Your plan hinges on whether dead characters can spend Inspiration Points because I just know it's going to come down to that with my group. XD
Mykin 23rd Apr 2019, 7:05 AM edit delete reply
This is why I got into the habit of using those inspiration points as soon as I failed a roll or wanted a power attack to hit. Even if my GM only really remembers they are a thing every once in a blue moon, I'm going to end up forgetting I have them and then kick myself when I remember after they could have been useful.

Actually, this habit started when I would forget to give out bardic inspiration and everyone started wishing I hadn't. But same principle, eh?
Digo Dragon 23rd Apr 2019, 7:41 AM edit delete reply
Digo Dragon
Something a friend recommended is to get a green index card, write "Inspiration!" on it and put it on the table in front of you whenever you have inspiration. Supposedly it helps you not forget, though I have yet to try it.
THE OTHER GUEST 23rd Apr 2019, 8:07 AM edit delete reply
I had a GM for a one-shot campaign who took a D6 and stood the mini of the corresponding player-character on it to indicate when someone had inspiration.
AnonyMoose 23rd Apr 2019, 9:00 AM edit delete reply
My biggest issue with Inspiration is, as written, you *have* to declare it before the roll. It gives advantage if you declare it - which, again, needs to be known before any d20s are thrown. So, you can 'waste' it in either both rolls succeeding, or both rolls failing. And both rolls succeeding can feel just as bad, from a resource-perspective view.

I'd certainly much rather it just be a free re-roll that you can spend (though, that might interact weirdly with advantage), because as-is, I am currently the only one in my group who has ever spent inspiration, and even then it was still to try and guarantee I wouldn't die to the last trap in a module.
terrycloth 23rd Apr 2019, 10:19 AM edit delete reply
Almost all roll bonus and reroll mechanics have this stipulation and it's mind-boggling. It's like the game designers are going out of their way to make people ignore the mechanic -- by the time you realize 'hey, I want to use this' it's too late.
Guest 24th Apr 2019, 1:38 AM edit delete reply
Rolling a second time afterward is *much* more powerful.

Inspiration is supposed to augment your chances when there's a roll you want to succeed, if you could retcon a bad roll with it it would not only make stuff like the Lucky feat useless, it would also greatly change how failure is handled.

I can get it's frustrating, but doing "free rerolls for roleplay" is kinda opening the Pandora's Box
Freelance 23rd Apr 2019, 8:53 AM edit delete reply
"I might have a better use for it later, so I'll just accept getting my face bitten off now by the worg."

Ooof. Many FF players will sympathize with that. One word: Elixirs. There's a trope for that, too, in fact:
Boris Carlot 23rd Apr 2019, 2:17 PM edit delete reply
I have many, many issues with Shadowrun but I really do like the edge system and miss it in systems that don't have a similar mechanic.
Digo Dragon 24th Apr 2019, 5:09 AM edit delete reply
Digo Dragon
I remember once playing as a Dog-girl combat mage (a surge type 2 changeling human) who relied a lot on a high edge score. It was actually fun playing up the idea of "Better to be lucky than good".
Famout 23rd Apr 2019, 5:12 PM edit delete reply
My players thankfully use it a good deal, I give it out at the start (give them a prompt of some sorta "campfire" question their characters would talk about during a long rest and ask them to act it out,) and it vanishes by the end of the session.

Helps that most of them want to try at least one dumb, but badass thing a session and burn it there.
Jennifer 23rd Apr 2019, 10:43 PM edit delete reply
While I'm not running 5e (I run Gateway, which does use the Adv/Disadv mechanic), I allow my kiddy players to reroll, at the cost of a hit point to represent the exertion of rrrrreaching for that success or not-failure.
Dakkath 23rd Apr 2019, 11:15 PM edit delete reply
I never earn that many inspirations/bennies/etc, I'm just too bland an rp-er I guess. So I tend to use em when I got em.
ChrisTheS 23rd Apr 2019, 7:29 AM edit delete reply
I had a 'discussion' with the person I edit books for about the use of inspiration and how it's supposed to work in concert with backgrounds. He insisted on giving strictly mechanical effects to background features because, in his words, "I don't use inspiration and I don't know anyone else who does."

Considering that my group consistently fails to use any point-based mechanics (because they're used to Deadlands, where your ass-saving points are also your XP), he may have a, *ahem*, point. But it's still frustrating as heck.
tipulsar85 23rd Apr 2019, 8:07 AM edit delete reply
I know a better way to implement this in the game than what the rules say, mostly because I have played more games with reroll mechanics. Both WEG Starwars and Cyber punk give the players a pool of reroll points. if it goes against how the character plays, or more accurately used out of greed, then it doesn't return the next milestone of the adventure is reached.
Mr Wednesday 23rd Apr 2019, 10:31 AM edit delete reply
In Ideal Conditions, I think Fate does this better than anything else, since Fate Points flow in both directions and it’s hard to get by without them.
redwings1340 23rd Apr 2019, 8:57 AM edit delete reply
grr, I've been putting off watching MLP for so long, so I haven't gotten here yet. I've heard about Cozy Glow though, and this is another thing that makes me want to catch up with the series. Hopefully I'll do that soon.
ZamuelNow 23rd Apr 2019, 12:55 PM edit delete reply
In Mutants & Masterminds, the reroll mechanic points actually allow a sizable number of options and the actual reroll itself has a minimum floor to prevent it feeling like it is being wasted. I think the main thing is that every player starts with one so it's much more expected to be put to use.
Debate with the villain 23rd Apr 2019, 3:42 PM edit delete reply
So... Any story when there is no fight but a debate with the villain? Trying to show everyone that the X character is evil and the villain?
Jennifer 23rd Apr 2019, 10:48 PM edit delete reply
I've forced a couple lately, by throwing giant-impossible-to-defeat monsters at my players. When you're all effectively first-level, yet the Captain has sent YOU to deal with the dragon trying to nest in the city gates, you have to negotiate with her rather than try to kill her.

Shades of Dragonshy, now I think of it. The dragon is currently asleep in the street, blocking the gate; maybe I'll have her snore smoke next session!
Digo Dragon 24th Apr 2019, 5:15 AM edit delete reply
Digo Dragon
I watched a debate where members of the party tried to befriend the villain (with the villain countering that friendship isn't in the cards). And not a minor "misunderstood" villain either, this was someone who killed dozens of people in grimdark experiments like removing people's free-will by implanting brain chips to mind-control them like puppets. Or cutting out people's hearts and replacing them with magical artifacts that made them into a bomb that would kill a specific target, all solely because it was for the science.

Friendship didn't happen, but the villain got talked down from suicide, so there's that at least.
Gamemaster80 24th Apr 2019, 6:06 AM edit delete reply
How does that go? "No, don't do it. You have so much to live the years you'll be spending in prison for your crime and such..."