D&D (2024) Inspiration change to reroll


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I think a lot of people house rule it that way for the reasons you mentioned. And if they’re going to change Auto-success and failure based on “how everyone is already doing it”, then I think that’s a solid case for changing Inspiration as well.

However, it would remove the fact that Inspiration gives actual Advantage, not just a re-roll, so a rouge couldn’t get Sneak Attack with it, for example.

Plus, with the more frequent gaining of Inspiration in the update, forgetting you have it may be less of an issue.
 
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I’ve always houseruled it as a re-roll, but (as @Sir Brennen just said) with it becoming more common maybe advantage is fine.

Plus, a re-roll doesn’t give you sneak attack.
 

We've been using it as a reroll in several campaigns with three different DMs for about four years. Makes it from something you forget and afterwards curse into a useful last-ditch tool.

(Though I've seen a strong argument to allow it either Advantage or reroll - reroll is generally the stronger, but Advantage can negate disadvantage or allow a rogue to sneak attack.)

We also let players nominate other players for Inspiration with the DM confirming.
 

I have done it as a reroll ever since I some them do it that way on Acquisitions Inc. If it flies in games being DMed by senior designers of the game, it clearly is well within the acceptable bounds of even fairly conservative house-ruling.
 


However, it would remove the fact that Inspiration gives actual Advantage, not just a re-roll, so a rouge couldn’t get Sneak Attack with it, for example.

Plus, with the more frequent gaining of Inspiration in the update, forgetting you have it may be less of an issue.
you could make it that inspiration is a reroll, but if you choose to use it and wouldn't otherwise have disadvantage then it counts as advantage for the purpose of features that ride off advantage (such as sneak attack).

i mean. i don't know if you'd want to do that. but you could.
 

re-roll is how I do it now, and its way better. I find Players far too often forget about inspiration until after they fail the roll, then get bummed that they can't use it.
 

I found I have the most fun running Inspiration as RAW, but am mindful to give it out anytime something "heroic" is done (so quite a lot). I also make sure to remind them of it when important rolls come up.

However, I do let them use it to reroll 1s!
 

Our group uses it as a reroll, but we also don't give it out very much. This way made it more powerful but less common. If they're going to make it super common, then it's best just as advantage.
 

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