[RPG] Is it unbalanced to start players off with Inspiration every session

balancednd-5ehouse-rulesinspiration

I'd like to push my players to try and do more heroic things and take fun risks in every session. I'm considering having each player start with Inspiration to encourage this – but they can still get more in-session as well to do it again if earned.

I'm not sure if this un-balances the dice or not, or if it's such a small change that it'll be okay. In addition, are there any classes/races that could use this to their advantage more than others (aka is it balanced for all?)

I aim for 4-5 encounters per adventuring day with about 2-3 encounters per session. Encounters are generally at a ratio of 2:1 in terms of Combat to Roleplay.

Note: I also allow using Inspiration to force Disadvantage on a save or attack by an enemy.

Best Answer

Talk to your players rather than trying to use a gameplay solution

I'd like to push my players to try and do more heroic things and take fun risks in every session.

I read this as a narrative thing; you want their behaviour to create more interesting moments in the story. Having one free advantage every session is a mechanical gameplay thing, and not something I'd expect to drastically change the narrative.

Personally, I'd suggest talking to the players about this and firstly seeing if this is something they'd want more of as well (because if not, they'll just take your free inspiration and otherwise ignore your intention for giving it to them) and secondly to find out why they're not doing so and to reassure them that you're not going to kill off all their characters for taking a few risks.