demonsbane
June 29th, 2015, 11:14
While checking the current dev update 3.1.2, I found this at P0-07 Adventure Hook:
"When a player roleplays a negative personality trait or gives in to the drawbacks presented by a bond or flaw, you can give that player one inspiration as a reward. A player with inspiration can use it in a situation where his or her character's personality traits, ideal, or bond relate to what's happening. Spending inspiration gives the character advantage on one ability check, attack roll, or saving throw. A character can have only one inspiration at a time." (emphasis mine)
The printed box in the Starter Set, p. 4 shows a different text:
"When a player roleplays a negative personality trait or gives in to the drawbacks presented by a bond or flaw, you can give that player one inspiration as a reward. The Player can then spend it when his or her character makes and ability check, an attack roll, or a saving throw. Spending inspiration gives the character advantage on one ability check, attack roll, or saving throw. A character can have only one inspiration at a time. A clever player might spend the inspiration to counteract disadvantage on a roll. A character can have only one inspiration at a time." (emphasis mine)
So, in the LMoP Fantasy Grounds updated module, we find that Inspiration can be used for things related to the character traits, that is to say, it can't be used for whatever in no matter what context.
I wonder if this an update of the Inspiration rules along with the fixed errata for the last printing?
On the other hand, the Inspiration section at the PHB Fantasy Grounds module remains unchanged, not reflecting this change we can see at LMoP.
Thoughts?
"When a player roleplays a negative personality trait or gives in to the drawbacks presented by a bond or flaw, you can give that player one inspiration as a reward. A player with inspiration can use it in a situation where his or her character's personality traits, ideal, or bond relate to what's happening. Spending inspiration gives the character advantage on one ability check, attack roll, or saving throw. A character can have only one inspiration at a time." (emphasis mine)
The printed box in the Starter Set, p. 4 shows a different text:
"When a player roleplays a negative personality trait or gives in to the drawbacks presented by a bond or flaw, you can give that player one inspiration as a reward. The Player can then spend it when his or her character makes and ability check, an attack roll, or a saving throw. Spending inspiration gives the character advantage on one ability check, attack roll, or saving throw. A character can have only one inspiration at a time. A clever player might spend the inspiration to counteract disadvantage on a roll. A character can have only one inspiration at a time." (emphasis mine)
So, in the LMoP Fantasy Grounds updated module, we find that Inspiration can be used for things related to the character traits, that is to say, it can't be used for whatever in no matter what context.
I wonder if this an update of the Inspiration rules along with the fixed errata for the last printing?
On the other hand, the Inspiration section at the PHB Fantasy Grounds module remains unchanged, not reflecting this change we can see at LMoP.
Thoughts?