Post by Canex on Jul 22, 2013 18:23:30 GMT -5
From a Wizards-released article on D&D Next's approach to rewarding players for 'good' roleplaying...
Personally, I'm disappointed that players should be rewarded for how they roleplay. When I first started playing three decades ago, I have no doubt that I was tragically bad at representing the character I was supposed to be playing. That's ok, though. It's part of learning. If one of my friends eventually lets his young son game with us someday, I don't want the kid to feel unrewarded just because I don't interpret his character the same way he does. Imho, the quality of the game/setting should be its own reward most of the time.
Mechanically, we're looking at a fairly simply system that we're calling inspiration. When you have your character do something that reflects your character's personality, goals, or beliefs, the DM can reward you with inspiration. The key lies in describing your action in an interesting way, acting out your character's dialogue, or otherwise helping to bring the game to life by adding some panache to your play. By demonstrating that the events in the game are critical to your character's goals and beliefs, you can allow your character to tap into reserves of energy and determination to carry the day.
You can spend inspiration to gain advantage on a check, saving throw, or attack attached to your action. Alternatively, you can bank it to use on a roll that happens during the current encounter or scene. Additionally, you can choose to pass the inspiration along to a different character during the scene. In this case, your character's determination serves as an inspiration for the other party members. You can have only one inspiration at a time.
It's up to the DM to reward inspiration, but as a rule of thumb, a player can gain it once per significant scene or important combat. Inspiration fades quickly, so you must spend it within a few minutes in game time before you lose it.
You can spend inspiration to gain advantage on a check, saving throw, or attack attached to your action. Alternatively, you can bank it to use on a roll that happens during the current encounter or scene. Additionally, you can choose to pass the inspiration along to a different character during the scene. In this case, your character's determination serves as an inspiration for the other party members. You can have only one inspiration at a time.
It's up to the DM to reward inspiration, but as a rule of thumb, a player can gain it once per significant scene or important combat. Inspiration fades quickly, so you must spend it within a few minutes in game time before you lose it.
Personally, I'm disappointed that players should be rewarded for how they roleplay. When I first started playing three decades ago, I have no doubt that I was tragically bad at representing the character I was supposed to be playing. That's ok, though. It's part of learning. If one of my friends eventually lets his young son game with us someday, I don't want the kid to feel unrewarded just because I don't interpret his character the same way he does. Imho, the quality of the game/setting should be its own reward most of the time.