D&D 5E Inspiration Points - Other Uses

RMcCall

Explorer
What other uses, besides gaining advantage, would you give the players for spending points of Inspiration?

I really like the mechanic, since it's just a simple way to encourage roleplaying, but I want to think of more ways to make it useful, possibly to encourage even more roleplaying! I also want to have some rewards cost more Inspiration, to introduce some strategy to using them, i.e., "Should I spend it now on advantage, or wait to get something even cooler later?" Some ideas that I've had so far:


  • Spend 1 IP, Your character says something witty even if you can't think of something (other players and DM can help)
  • Spend 2 IP, Happen to have just the right mundane tool for this occasion (even if it wasn't on your character sheet)
  • Spend 3 IP, Automatically get a critical hit
  • Spend 5 IP, Introduce a character from your backstory into the campaign, under the DM's control
 

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What other uses, besides gaining advantage, would you give the players for spending points of Inspiration?

I really like the mechanic, since it's just a simple way to encourage roleplaying, but I want to think of more ways to make it useful, possibly to encourage even more roleplaying! I also want to have some rewards cost more Inspiration, to introduce some strategy to using them, i.e., "Should I spend it now on advantage, or wait to get something even cooler later?" Some ideas that I've had so far:


  • Spend 1 IP, Your character says something witty even if you can't think of something (other players and DM can help)
  • Spend 2 IP, Happen to have just the right mundane tool for this occasion (even if it wasn't on your character sheet)
  • Spend 3 IP, Automatically get a critical hit
  • Spend 5 IP, Introduce a character from your backstory into the campaign, under the DM's control

FYI you don't accumulate inspiration points, either you have inspiration or you don't.

Saying something witty even if you can't think of something yourself -- the player just says his character is saying something witty, why spend a resource on it, if it matters in the game back it up with a charisma (diplomacy) roll.

Have the right tool for the right job, ehh just let them try it without the tool but at disadvantage spending the normal inspiration will cancel this penalty out anyway.

Critical hits, having advantage on the attack increases the odds much more so if you have an extended crit range anyway.

Introducing a narrative element to the game, why not just let the players do this anyway trust me it is more fun when the story is a collaborative effort.
DM- You see the town of Tearsfall off in the distance, a busy community going about it's day, have any of your characters been to Tearsfall before? If so what exciting thing happened to you? Do you know anyone who still lives there?
Player A- No, my character has only ever heard tales of this town and some of it's history.
Player B- My druid trained in the nearby forest, where the stone circle is we would trade with the local farmers.
Player C- My character passed through here two years ago and had to leave in a hurry after being caught by the mayor in bed with both his daughters. I think he will wear his cloak pulled up over his head, our visit should be brief.
Player D- Hey wait a minute, my uncle is the mayor!
 

It kinda depends on how rare, and therefore how significant, you want Inspiration to be in your campaign. If PCs are getting it frequently, then a minor effect is best. If it's rare, on the other hand, you can be much more generous with the effect.

A couple of suggestions:

- Spend Inspiration to automatically stabilize from dying. (This is the one I'm 90% likely to use myself; the others I probably won't.)
- Spend Inspiration to convert a hit to a critical hit.
- Spend Inspiration to get an extra Action or Reaction. (This one is very powerful, so use with extreme care!)
 

Incidentally, I was thinking of including a "cursed" sword at some point that affects Inspiration - namely, it changes your role-playing traits while you own the sword. (Vengeful and the like is what I'm imagining.) So you can keep playing your character as you want, but if you role-play the new traits you get the inspiration points.
 

The Inspirational-Stunt System
You may spend your inspiration to perform a daring stunt the likes of which others could scarcely conceive. You perform this stunt as a bonus action. A stunt does not involve an attack, though you may use your action to attack before, after, or during a stunt. A successful stunt can be used to achieve a variety of effects such as:

*Tumble, leap, or squeeze through an enemies’ spaces without provoking opportunity attacks.
*Distract or taunt a creature causing it to suffer disadvantage on all rolls it makes next turn.
*Double your speed and jumping distance by swinging from a chandelier, sliding down a banister, using your spear to pole vault, etc.
*Feint, trick, or fight dirty to gain advantage on all attacks you make this turn.
*Find a target's weak spot to ignore its damage reduction or resistance.
*Slam into an enemy to knock it prone and/or push it up to 10 feet away from you.
*Other comparable effects.

To perform the stunt, you must provide an in-game situation that explains your benefit. By spending your inspiration, you automatically succeed at the stunt you are attempting, though the DM may request a successful ability check or constest if the stunt you are attempting is exceedingly difficult. If the situation is highly favorable, even greater benefits can be achieved with the DM’s discretion.
 


I love this idea! (I'm a little late to the party, i know.) I have included it in my homebrew campaign. I've left it open for my players to contribute ideas for Inspiration points. It seems fitting!
 

You can further and use Inspiration in a way similar to Action/Hero Points.

How about spending Inspiration even to turn a failure into a success?
 

I usually prefer to award Inspiration as an instant benefit when performing an important or potentially climactic action if it falls in line with a character's goals, personality, flaws, or background. It's particularly handy when a PC is considering a very difficult or dangerous action at a key moment in the campaign and you want to encourage the attempt.
 

I've put the use of inspiration in the hands of my players. Other than the "gain advantage" mechanic in the rules, I let them ask me if they can use advantage to achieve a specific effect.

This can be stunt type maneuvers as [MENTION=6774887]Ashkelon[/MENTION] described above, or having the right bit of knowledge or the right piece of equipment like [MENTION=6774892]RMcCall[/MENTION] described in his opening post.

I've found that if you put the onus of it on the players, they tend to try and use it in more creative ways than simply having advantage, and that tends to push the game in interesting directions.
 

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