Tag Archives: Champions

My first impression of inspiration proved wrong

In an earlier post, I leveled criticism toward the inspiration mechanic based on Mike Mearls’s preview in “Roleplaying in D&D Next.” I listed two gripes:

  • Awarding inspiration seemed to put the dungeon master in an uncomfortable role. Mearls wrote about awarding inspiration for “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.” All this made inspiration seem like an award for showmanship. As a DM, I have enough to do without adopting the role of some sort of competition judge who rates players’ panache.
  • Inspiration seemed like a distracting, metagame intrusion. The preview suggested  inspiration would be awarded frequently, and said it faded quickly (no longer true). This painted inspiration as a common distraction. You could spend inspiration, bank for later, or pass on to another player (still true). This painted inspiration as a gamey resource that represented nothing in the game world. Such dissociated mechanics force attention away from the characters’ world and prevent players from making choices while immersed in character.

When I read the actual rules, I realized that the inspiration mechanic revives action points, a mechanic I have enjoyed. My harsh judgements were wrong. The preview mislead me, and the sun got in my eyes.

Inspiration is exactly like action points, except (1) with a different name, (2) with a different purpose, and (3) without points. Perhaps I should explain.

The action point entered the D&D game in the Eberron Campaign Setting as a bit of genre emulation. According to the campaign guide, “The setting combines traditional medieval D&D fantasy with swashbuckling action and dark adventure.

“To help capture the cinematic nature of the swordplay and spellcasting, we’re added action points to the rules mix. This spendable, limited resource allows players to alter the outcome of dramatic situations and have their characters accomplish the seemingly impossible.” (p.9)

Characters in Eberron started with a bank of 5 action point that they could spend to kick d20 rolls with an extra d6. In theory, this meager bonus enables characters to accomplish the impossible. In practice, it adds a resource that forces players out of character.

The fourth-edition designers chose to keep action points, but they no longer needed to emulate Indiana Jones in D&D. In 4E, action points became an incentive aimed at discouraging the 15-minute adventuring day. Presumably, players would look ahead to a fresh action points and decide to press on to their next encounter, rather than resting to regain powers, hit points, and, well, action points. To sweeten the incentive, and to keep “action” in the name, action points now granted an extra action.

While action points failed to quash the 15-minute day, they proved fun for players. The additional action provides a more precious benefit than a mere d6 boost. They remain a gamey resource that you cannot manage while immersed in character. But with a mechanic as innocuous as action points, the drawback seems light enough. You need not step out of character for long.

Many aspects of the fourth edition design brought unintended consequences. For example, the fourth-edition design suffered from the unintended consequence of costing most of its designers and planners their jobs at Wizards of the Coast. (Too soon?)

Fourth-edition action points often turned climactic encounters into one turn of nova attacks followed by slow grinds against crippled enemies. This came because action points allowed characters to double their opening salvos of daily and encounter powers, multiplying the potency of their first turns. By the time a guy like Juiblex, demon lord of slimes and oozes, gets a chance to act, he’s prone, immobilized, dazed, suffering -4 to all attacks, and has his pants around his ankles. (In fourth edition, even oozes are subject to the pants-round-ankles condition.) See “As a player, I enjoy action points, so why do I dislike them as a dungeon master?

So fifth edition scrapped action points.

Meanwhile, the 5E designers worked to improve the role-playing pillar of D&D. They started by inviting players to flesh out characters with a bond and a flaw. “Your bonds are your character’s ties to the world, people, places, or things that are meaningful to your character in some way,” Mearls previewed. “Your flaws are your character’s weaknesses.”

Neither bonds nor flaws count as new to role playing. In games like Champions (1981) and GURPS (1986), you can give your characters flaws and bonds too. Adopting such disadvantages buys points that you can use to strengthen your character in other ways.

The 5E designers may have considered character-creation rewards for bonds and flaws, but once you reap any character-creation benefits, nothing in play encourages you to hold to your liabilities. So instead of adding incentives to character creation, they added an incentive to bring bonds and flaws into play.

In a Ready, Set, Play seminar, Designer Rodney Thompson explained, “Whenever you allow your flaw or your bond to impact your character negatively, maybe by making a decision that isn’t so great for the party but totally is in keeping with your characters flaw, the dungeon master can award you inspiration. And basically this is a reward that the DM can give you to say, hey, you have roleplayed out your character’s flaw even though it may not have been the best and most optimal decision. Here’s your reward in the form of inspiration.”

Although Mike Mearls may award inspiration for panache, I feel more comfortable for Rodney Thompson’s more objective standard. If following your character’s weaknesses drives you into a worse situation, then you gain inspiration. I can spot those situations and feel good about rewarding them.

Accolade by Edmund Blair Leighton

Inspiration shares a lot with action points. Like the Eberron points, players trade inspiration to boost a die roll. Like the 4E points, inspiration bribes players to do things that improve play. Since inspiration neither supports “swashbuckling action” nor grants additional actions, the “action” had to go.

The term “points” goes too. Unlike action points, inspiration doesn’t come in points. Inspiration works more like a status; your character can have the inspired status or not. Once you spend your inspiration, you have to earn it again. The terminology helps show that your character cannot have more than one inspiration to spend.

As a status, inspiration even gains a gloss of game-world association. Mearls wrote, “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.” By acting true to themselves, characters become inspired without a word from the bard. Mearls even explained how a transfer of inspiration could work in the game world. “In this case, your character’s determination serves as an inspiration for the other party members.”

Only one problem remains. When a character’s flaws drive a player to make suboptimal decisions, the player gains inspiration. But D&D works as a game of teamwork. Often the rest of the party suffers for one character’s bad choice. Sometimes, only the rest of the party suffers. See “Why second-edition Dungeons & Dragons dropped thieves and assassins.”

I’ve seen no end to problems created by players who make choices that cause grief for the other players. “Because that’s what my character would do,” they explain. I hate hearing “that’s what my character would do” as a form of apology. No one explains what their character would do when they don’t screw the party. As a game master, I feel no urge to reward grief with an incentive.

The D&D designers thought of this aspect too. Rodney Thompson explains, “Maybe you did something that the other players at the table weren’t super thrilled about, but you can give them that inspiration as a way of saying sorry.”

The next time I reward inspiration for a choice that caused trouble for the party, I will ask the player to pass the inspiration to another player for a key roll.

As a player, how can you gain the most from inspiration? I suggest saving inspiration for critical saving throws against things like the dragon’s breath or the lich’s disintegrate spell. Also, remember that a single advantage from inspiration can cancel any number of disadvantages, so use inspiration when the odds are stacked against you.

D&D Next brings back random ability scores and loses their charm

On my first look at the Dungeons & Dragons Next playtest, the first page of rules stunned me. The Next rules instructed players to roll dice to set their ability scores.

Most D&D Next players will likely generate characters using the optional point-buy method. But when the D&D Next designers opted to default to random ability scores, they made a forceful statement that they planned to look beyond fourth edition and beyond organized play to D&D’s roots.

Signed Greyhawk CoverIn original D&D, your ability scores barely mattered. Gifted characters received a 10% bonus to experience and maybe +1 somewhere, but they earned few other perks. In a game without ability checks or bonuses, character ability scores hardly affected play. But as soon as the 1976 Greyhawk supplement granted fighters bonuses to hit and damage, ability scores started growing in importance to their current role at the heart of the game.

The growing importance of ability scores increased the difference in power between characters generated randomly. Most players dislike playing a character inferior to the others at the table. And if you honestly rolled a prime requisite of 11 while the other characters at the table boast scores in the teens, then you feel like a chump. Apparently, all the other players spent an afternoon rerolling characters until they could cherry-pick supermen.

This problem led role-playing game designers to give players a set number of points to buy character ability scores.

Champions role-playing game from 1981

Champions role-playing game from 1981

In 1977, two games introduced point-buy methods for character creation, but neither Superhero ’44 nor Melee fully-qualified as role-playing game. Superhero ’44 limited player actions to a menu of patrol activities and lacked descriptions of superpowers—in a superhero game. Steve Jackson’s Melee started as a man-to-man combat game that would become an RPG with the release of Into the Labyrinth in 1980. In 1981, Champions popularized point-buy systems. Champions proved so influential that most newer games turned to relying on trading points for abilities.

In 1987, the Living City campaign introduced a shared campaign world to D&D. The shared campaign dealt another blow to random ability scores. Unless you want tables that team Superman with Clark Kent, random ability scores won’t fly. Living City required players to use a point-buy method to generate D&D characters. The point-buy method appeared in third edition as an option, and then became the standard in fourth edition.

Even though random ability scores bring drawbacks, with the right crowd, they can be fun.

Random character creation provides a lively activity. Rolling up characters provides a fun, group activity where you sit with your friends and everyone rolls. This way, when you throw an 18, you have witnesses, and when you roll a weak, ugly, clumsy half-wit, you can lobby for a fresh start. Everyone works together to assemble a party.

Die rolling provides an easy start for beginners. When new players roll their first character, they immediately throw dice, which feels like playing a game. Have you ever tried to help a new player create a character using a point-buy system? Instead of rolling dice, you explain ability scores, explain which abilities benefit various character types, explain point values and totals, and more, while the new player looks for a polite excuse to leave. You promised a game and started with homework.

Random characters provide engaging role-playing challenges. Some players enjoy the challenge of making a hero from a wretch, while many role players enjoy turning a miserable characteristic into a defining trait.

Random characters don’t all look alike. Random ability scores can create characters that feel organic—that break the optimal recipes of good ability scores and dump stats. For example, your randomly-generated fighter might have a high intelligence and a weaker constitution. These unusual combinations can fuel both role-playing and play strategy.

D&D Next offers this character-creation method: (1) Roll 4d6 and add the three highest dice to generate each of 6 scores. (2) Assign these 6 scores to the 6 abilities in way you like.

Plenty of history backs this method. It first appeared as the top-recommended method in the original Advanced Dungeons & Dragons Dungeon Master’s Guide. The method carries through second and third editions.

Despite history, this method offers the worst of both worlds.

The best aspect of random character generation stems from the interesting but sub-optimal characters created. Allowing players to assign scores to any ability keeps the worst part of rolling characters—uneven character power. Then the method throws out the best part of rolling—interesting and organic characters.

I get the method’s purpose: Players can assign rolls to suit their chosen class. While some old-schoolers may find this decadent, the game should allow enough latitude to choose a class. Even in original D&D, where the referee rolled the characters, players could choose from a pool of candidates.

Rather than allowing players to shuffle rolled ability scores into any order, I suggest players roll scores in order, and then swap two scores. This system keeps characters organic and interesting, while giving players flexibility to choose a class. Plus, new players only have one decision to make. If you want to compensate for the less-flexible scores, allow players to reroll one bad score. That’s decadent enough.

Two reasons D&D Next’s inspiration mechanic fails to inspire me (and why the designers don’t mind)

From what we have seem so far, the Dungeons & Dragons Next design sticks close the game’s tradition. This makes the inspiration mechanic the design’s biggest surprise so far. D&D’s top dog, Mike Mearls, revealed the mechanic in “Roleplaying in D&D Next.”

“When you have your character do something that reflects your character’s personality, goals, or beliefs, the DM can reward you with inspiration.” You can spend inspiration to gain advantage, bank it for later, or pass it to another player.

In the universe of role-playing games, inspiration seems conventional. Plenty of RPGs offer in-game rewards for role playing, but D&D has never goaded players to role play. Fourth edition even encouraged substituting skill checks for role playing so that no one who feels uncomfortable with funny voices must speak in character. While I have seen suggestions that a DM might want to reward good role playing with additional experience points, such options stand outside of D&D’s mainstream.

Champions role-playing game from 1981

Champions role-playing game from 1981

I enjoy role playing and funny voices. I love when players work to tie their characters to the setting, especially when their ideas make the players collaborators in the world building. I favor mechanics such as the one introduced by the Champions role-playing game in 1981, where you could create a more powerful character by adding “disadvantages” like a recurring archenemy or a loved-one sometimes in need of rescue.

Despite this, the inspiration mechanic fails to interest me for two reasons:

  • I’m a dungeon master, not a critic or evaluator. As a DM, I have enough to do without adopting the role of some sort of competition judge who scores players’ performances. To players uncomfortable acting in character, I offer encouragement and a safe table, but I will not act as a trainer, handing out boons for role-playing stunts that amuse me. Save that for Shamu.
  • When I play, I dislike metagamey resources. As I explained in “Immersive vs. Gamey in D&D Next, the score is 1-1,” when I play a character, I prefer to immerse myself in character. I want to make decisions in character, based on what my character knows about the game world. Inspiration forces an intrusive chunk of the metagame into the fantasy world. With inspiration, I can no longer fully immerse myself in the the character of Jarrek the Hammer, and make decisions by asking, “What would Jarrek do?” Now I must consider whether I should use my inspiration, bank it, or pass it on to another player. Jarrek knows nothing about banking inspiration! Ironically, a mechanic intended to reward role playing discourages character immersion.

At Gen Con, I shared my misgivings with Mike Mearls. He understands my objections, but they don’t bother him. Even though D&D Next won’t brand inspiration as an optional rule, the rules will explain that different DMs may choose to award inspiration in different ways. Some DMs may choose not to award inspiration at all. In other words, inspiration provides a tool that you can use to encourage a chosen style of play, or that you can ignore. This fits D&D Next’s philosophy of creating a game that can support a range of play styles as opposed to the 4E philosophy of creating a game optimized for a single play style.

I have one reservation about Mike’s stance, and that stems from organized play. Players in a program such as Living Forgotten Realms bring expectations about how the game is played. I do most of my dungeon mastering in LFR and other public-play programs. If inspiration exists in the core game, and if players grow to expect it, then I will feel duty-bound to use it in public play. My players will never hear me gripe. Inspiration hardly ranks as the most distasteful game element I’ve welcomed. If inspiration grows into an accepted part of public play, then I will award it by reading the table and granting inspiration for whatever performances inspire the players.