So everyone's seen 5e's Inspiration Points. They're soft, flabby mechanics that seem like a imperfect adapation of other games' mechanics. And most damning: they don't do what they're supposed to do: make roleplaying more relevant, and make your character's values matter.
I think they're a little good but mostly shitty for various reasons, prime among them the fact that (a) the DM has to keep track of everyone's triggers, and (b) Inspiration is transferable between characters like some dissociated mechanic currency.
Anyway, here's my (attempted) fix.
Conviction
A
Conviction is your character's answer to the question of “What do I
care most about?” or “What am I willing to risk my life for?”
or “What principles do I use to guide my actions?” Not everyone
has Convictions, but adventurers always do, because it's desperate,
deadly work and no one engages in it without a good reason.
A
Conviction might be “Seek knowledge.” Or “Help the innocent.”
Or “Money is power.” Or “Protect the healer.” Or even “I
like boobs.” These are morals, instincts, bonds.
There
are two blank spots on your character sheet for your Convictions.
You can fill these in whenever you want. If you already have a clear
image of your character during character creation, fill them in then.
Or play your character, get to know them, and then fill them in when
their Convictions become apparent.
Each
Conviction can be charged or empty.
You
charge your Conviction whenever you follow it and get into trouble.
Or at least, whenever it is not an optimal strategy and you pursue it
anyway. If you “seek knowledge” and read the blasphemous tome
even though you know it's dangerous and not really necessary, you can
charge that Conviction. Whenever you “help the innocent” by
tending to the fallen villager instead of helping your teammates out
in combat, you charge that Conviction.
The
point is, charging a Conviction always has a cost. It's never free. It's also very obvious, because your character is doing things that they wouldn't normally do, and that makes it easy for the DM to award Conviction.
You
spend your Conviction to get +10 to a d20 roll, but you can only
spend your Conviction when it is related to the same Conviction. You
can only spend your “Seek knowledge” Conviction when succeeding
on that roll will bring you closer to gaining new knowledge. It
wouldn't work if you were trying to kill a random alligator in a
swamp, because you don't usually learn things by killing random
alligators in swamps. Likewise, you can only use your “Protect the
innocent” Conviction when you need this roll to be successful in
order to protect an innocent.
A
lot of this is up to the DM, and players should talk to their DM
about this before they write down their Convictions. If your
conviction is “Survive at all costs”, does that mean that they
can spend it in any combat where they risk dying (and that's probably
most combats). I'd say no, you can only use it in combats where it
looks like you're losing, but in your game, it's up to your DM.
Bonus XP
At
the end of any session in which everyone agrees you did a good job
roleplaying at least one of your Convictions, you get +100 XP.
You
don't have to gain or spend Conviction, nor do you have to talk in a
funny voice. You just have to show that you have that Conviction by
word or by deed.
I might try this idea out. I agree that inspiration always felt flat and boring in 5e. It's an improvement over having no roleplaying based mechanics, but it's tacked on with gum and popsicle sticks. www.wisdomsave.com
ReplyDeletePlayers should be punished, not rewarded, for playing an ideological lunatic that actively harms the party.
ReplyDeleteHow many times have you played with a paladin who only saved innocents when it was convenient? Or a knowledge-hungry mage who didn't go very far out of their way to uncover a secret?
DeleteIf a character's convictions/ideals never change their behavior, then they're just a layer of paint on top of your standard murder-hobo munchkin.
The point of Conviction is to incentivize that behavior, because the paladin's player *wants* to spend a healing potion on the dying villager (even though the party needs that potion). Getting a point of Conviction means that the party can support/tolerate a player making sub-optimal choices.
It's also a nice mechanical incentive for players to up the stakes and risk things in exchange for a little bonus and some more flavorful games.
DeleteI really liked the idea of Inspiration, but the execution is lousy as written.
ReplyDeleteOur "fix" to incentivize the personality traits is such:
During play, if the player feels that he/she has actively roleplayed a personality trait, ideal, bond, or flaw, they checkmark it.
At the end of the session each player adds up their check marks. Using the " xp thresholds by character level" chart from the dmg, the pc earns experience. one check mark is a level appropriate, easy encounter. Two = medium, three or four= hard, and five = deadly.
Example: Adam's character Amir has hit his ideal, bond, and flaw this session. Amir is level 3, he earns 225 xp for roleplay this session.
YMMV
Ever play burning wheel? This systems sounds exactly like BW's belief system.
ReplyDelete