I use a milestone progression so relative PC power levels are equal and differentiate by giving out inspiration to for good RP, creative problem solving, and heroic actions.
Is it balanced to allow PC’s to bank their earned inspiration dice to purchase upgrades to their characters for "X" number of Inspiration Dice? I’m thinking a skill/tool proficiency, feat, spell slot, etc..?
Has anyone heard of, or thought out, or even used D&D 5e inspiration dice as currency for PCs to improve their characters? I allow PCs to accumulate them, so it occurred to me, "why not let them buy a skill, feat, spell slot, etc… for ‘x’ number of I-Dice? Thoughts? Possible costs in I-Dice for each?"
I wanted to know whether Magical inspiration used for damage triggers Mote of Potential’s Attack:
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Mote of Potential:
Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.
I am thinking through a DnD 5E campaign based on the movies groundhog day and Edge of Tomorrow. The idea is that the players will exist in a loop of time, always waking up in the same moment and regardless of if they are alive or dead always resetting at the same time.
I have the narrative set out, and I am working on populating my region. I figure that with this kind of adventure I can fill my sandbox with a host of NPC’s who’s behaviour and actions every day can be stated unless/until the players do something to disrupt it. But I need to determine the game rules for this unique type of game. Things like Spell learning, gaining experience, repeating the same actions and the impact on DC. In my mind the players will reset every day with the same equipment so things like spell components etc an dhow I manage this.
In order to avoid this becoming a discussion I am looking for, either published examples of campaigns or adventures that have this kind of a story thread. DnD (any version) or another high fantasy system would be great, but if its a sci fi or other thematic system I can still look at how the rules are adapted to take account of the cyclical rather the linear nature of the story.
Alternatively I will also accept any first hand experience of running such an adventure and the rules you home brewed to deal with the issues you faced.
I’ve noticed a new mechanic in the 5th edition rules that stands out from the rest. It’s called Inspiration.
What is this, what is it good for and how should I as a DM grant it?
It looks like it’s simply a way to grant advantage for good role-playing? Is this what it’s meant for or does it have more meaning than this?
A creature with a Bardic Inspiration die can roll it to add the result to an ability check, saving throw, or attack roll, while the Divination wizard’s Portent feature overrides the roll before the roll is made.
Because the roll has never been made, does this mean that a roll replaced by Portent cannot be improved by the Bardic Inspiration die?
Can a bard use bardic inspiration on a divination wizard to improve the roll of their portent die? In other words, can bardic inspiration be spent in the creation of portent dice?
My initial thought is no, but both abilities apply specifically to the same types of rolls.
In Curse of Strahd, the players can encounter an NPC with a special ability.
Is the NPC’s use of this ability supposed to be an example of "specific beats general", where their ability as written within the context of the module overrides the PHB limitation that
You either have inspiration or you don’t—you can’t stockpile multiple “inspirations” for later use.
are we to understand that the ability comes with the implied clause, "subject to the normal rules of Inspiration" or "as long as that character is not currently Inspired".
Related: How is this character useful as an ally in Curse of Strahd?
The bard’s Bardic Inspiration feature states:
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.
This basically plays out to be “You can do it!” or “Break a leg!”, or just playing their lute to build suspense, to affect one thing at a time.
However, I was thinking about the possibility of changing this up for a more “constant” variation. A smaller pay off (+2, for example) for the entire period, much like listening to your favorite song when doing something challenging; Eye of the Tiger or Danger Zone during a fight, Stayin’ Alive while doing a heal or revive check, or just your favorite song to get you in the zone, and your blood pumping.
Additionally, the original time frame is “in the next 10 minutes”, which means any time within the next 60 rounds; so a compromise of a constant +2 over say, 1-3 minutes (i.e. the length of your “inpirational boom-box music”) would not only fit combat more effectively, but also be more evenly balanced in bonus:duration ratio.
So; would a constant bonus of +2 over a shorter duration (1 minute) be balanced?
The College of Glamour bard’s Mantle of Inspiration feature reads as follows (XGtE, p. 14; emphasis mine):
As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
Since technically you can see yourself, you can see your target and your target can see you. As such, when using this ability, can you target yourself with it?