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ALT: Inspiration

It's on the tin.
— Justification

Alteration

A creature can save upto three points of inspiration, and can gain more as described in Getting More chapter down this page. Inspiration can be spend in as described in Spending Inspiration

Notes

  • If you would gain a fourth use of inspiration, you can give that use to another player that doesn't have three uses. If all players have three uses, and thusly you can't give it away, the inspiration is wasted.

Spending Inspiration

The following effect require the expendature of 1 or more Inspiration Points (IP):

(1 IP) Hedging your bets:

Before making a attack roll, ability check or saving throw you can spend 1 IP to add a 1d10 to the total.

(1 IP) I forgot

At any time, with the DM approval, you can spend 1 IP to alter an event from the recent past. This can be used to alter an minor event in the past, for example you could retroactively puy a climbing-kit.

(2 IP) Bump it up

After making a attack roll, ability check or saving throw you can spend 2 IPs to add a 1d10 to the total.

(3 IP) Try Again

After making a attack roll, ability check or saving throw you can spend 3 IP to reroll. You can decide this after seeing the roll but before you know if you succeeded. You must use the new result.

(3 IP) Didn't think so

When you're attacked and the attack hits you can spend 3 IP to force them to reroll. You can decide this after you know if the attack hits or misses. The attacker must use the new result.

Getting More

There are two ways to gain Inspiration:
  1. After doing something special in-game, as awarded by the GM, possibly after a suggestion of another player.
  2. At the end of the session, every player votes on another player they want to possibly get inspiration, then every player roll a d20 to see if they actually get it:
Votes Roll
0 20
1 16+
2 11+
3 6+
4 1+

House Rule Overview


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