To further build the narrative, if you provide something towards the game you can earn in-game rewards. These "somethings" may be:
* A story about your character.
* A drawing / portrait of your character or map or NPC or place.
* A re-telling of the events of the previous adventure.
* The creation of an NPC or ability or monster.
* ... etc.
Basically, if you make something that benefits our game, you will get an in--game reward for your character. This can be done up to 3 times.
Rewards: (each reward can only be used once per session)
* +1 Maximum HP.
* 1 Heroic Re-roll (you can decide to re-roll a dice roll of your choice BUT it must be BEFORE the effect of said roll has occurred)
* 1 Loot Token: You can use this after any combat during the next session to 'find' some random additional loot.
[INSPIRATION] becomes [INSPIRED ACTION]
The 'traditional' rule is: http://rpg.stackexchange.com/questions/41852/what-is-inspiration
Our house rule changes this slightly:
If you take an action deemed to be well in-keeping with the personality of your character, your allies can request that action be INSPIRED to the DM.
Example:
A cleric has the Ideal "I would gladly lay down my life to save the innocent" and rushes an Orc War party to save a kidnapped child. The other players in the group can ask the DM to make it an "Inspired Action." The DM then decides the outcome of the Inspired Action. Perhaps, inspired by the Cleric, any attacks/checks made by the clerics allies that turn would have advantage.
(I've made this change to prevent us from 'hording' inspiration and using it on nonsensical situations.)
Our house rule changes this slightly:
If you take an action deemed to be well in-keeping with the personality of your character, your allies can request that action be INSPIRED to the DM.
Example:
A cleric has the Ideal "I would gladly lay down my life to save the innocent" and rushes an Orc War party to save a kidnapped child. The other players in the group can ask the DM to make it an "Inspired Action." The DM then decides the outcome of the Inspired Action. Perhaps, inspired by the Cleric, any attacks/checks made by the clerics allies that turn would have advantage.
(I've made this change to prevent us from 'hording' inspiration and using it on nonsensical situations.)