While the Heroic Inspiration rule in 5E is good, I always felt it could be better – especially when comparing it to similar mechanics such as the Fate Points of Evil Hat Productions’ Fate system, the momentum rules found in various 2d20-based tabletop role-playing games by Modiphius Entertainment, and the Devil’s Bargain rule from John Harper’s Blades in the Dark. The following are ideas on creating a house rule that replaces Heroic Inspiration (and maybe Luck Points as well).
Starting Story Tokens
At the start of a game session, a character starts with two story tokens. Later during play, characters may each hold a maximum number of story tokens equal to their Level.
Using Story Tokens
A story token may be used to extend or even break a variety of standard TTRPG rules for the sake of a character’s actions within an adventure. Examples include…
* Lucky Break: Gain advantage on one ability check, attack roll, or saving throw. (Rules as written from Inspiration or Luck Points.)
* Inspire Ally: As a reaction, allow one other character that can see or hear your character to use your Story Token to benefit from the Lucky Break option.
* Quick Action: Take one extra action or bonus action during a turn, or one extra reaction between turns.
* Max. Damage: Automatically cause maximum damage after hitting with a non-critical melee, ranged, or spell attack.
* Speed Boost: Gain +10 feet Speed until the end of the character’s next turn.
* Recharge Power: Regain 1d3 levels of spell slots (most spellcasters), 1 spell slot (warlock), 1d3 superiority dice (Fighter Battle Master), 1d3 focus points (monk), one use of wildshape (druid), or one Channel Divinity (cleric).
* Miracle: Allow a spellcaster to expend one spell slot and cast a spell not on the spellcaster’s daily/known spell list, even if the spell is not normally available to the character’s class. The spell slot level used must still be equal to the slot required for the “miracle” spell.
* Close Call: Automatically change a death save roll to a natural 20 when below zero hit points.
* Obtain Information: Make a skill check and ask the GM one question for each point above a DC 14. Library access may be needed to use History (Int) or Investigation (Int), while carousing among local contacts may use Intimidation (Cha) or Persuasion (Cha).
* Lucky Find: Gain an item (given by NPC or found unclaimed nearby) that works as a tool for one specific skill. Gain Advantage on related skill rolls if already proficient in the skill and using this tool.
* Seize the Initiative: Add 100 to a character’s Initiative roll to act before anyone else. (Use the rules as normal to resolve ties if others tap into this same ability.)
Collective Story Tokens
A party of adventurers may choose to pool their Story Tokens at the start of an adventure, allowing any in the group to use one as needed during the game.
Gaining New Story Tokens
New story tokens are earned though a few player-driven decisions:
Own the Setback: A player may propose an adventure complication that makes a character’s life more difficult. Examples include losing a random piece of equipment (falls out while travelling), or add disadvantage to one ability score until next long rest (such as accidentally insulting the local population’s patron deity and suffering disadvantage on all Charisma-based skill rolls). The GM must approve if a complication is severe enough to merit earning a token.
Devil’s Bargain: A GM may compell a complication based on a character’s flaws or non-mechanical background issues. If accepted, the GM describes the story consequences and the player gains a token for future use. Examples may include tempting a compulsive gambler with noticing a back-room card game at the tavern, or a wizard discovering a forbidden grimoire known to contain powerful spells that always harming the psyche of anyone who learns such knowledge. (Some game systems prompt these situations require a “Will save” or such; this rule implies the player opts to automatically fail that roll.)
Tempt Fate: A player may ask to gain a Story Token for an immediate action in exchange for giving the GM two Complication Points that work just like Story Tokens but for non-player character, monsters, or hazards. Complication Points do not expire and there is no limit to the number of such points a GM may hold at any one time.