Inspiration Affect on Skill Checks

Inspiration are no longer spent preemptively. Inspirations are designed to give narrative control to the players and if they have to be spent preemptively, it relays some information about what the player finds interesting but it does not give them meaningful narrative control.  The solution is give the players narrative control but tied to the things they have already indicated are important to the player (i.e. aspects).

Inspirations can only be used to affect skill checks after the dice are rolled. In order for an inspiration to affect a skill check (+3, re-roll) the player must tie it to an inspiration (something the player has indicated is important to their character). Players may spend one inspiration per skill check per aspect that applies. Causing a re-roll still counts as the same skill check of course.

Trading Inspirations

It is appropriate that players can help out other players but there needs to be limits and a cost to this or the inspiration economy breaks down. The solution is to have a progressive costs to passing inspirations around.

During a session, the first inspiration being traded, can just be handed over. Each additional inspiration traded during a session costs a number of additional inspiration equal to the number of inspirations traded so far this session. So the second inspiration costs 2 inspirations, the thirds costs 3, etc. The cost is the total inspirations traded regardless of the giver and receiver.

Kelrez is involved in a harrowing fight and uses up his inspirations. Later on Kelrez tries to save an innocent. He rolls his dice and comes up short. Jolan decides to help out an passes Kelrez an inspiration. Still later Kelrez is trying to block the escape of the big bad. Again he comes up short and Jolan again wants to help. This time he passes an inspiration to Kelrez and another to the GM.

Later on in the session Dorn wants to pass an inspiration to Kelrez. He passes Kelrez an inspiration and two inspirations to the GM.