Himeo
Vyemm Raider
Now for some good things about 5e.
Advantage and Inspiration looks cool.
Advantage and Inspiration looks cool.
DMs running 5e have two tools at their disposal to reward good roleplaying and improvise during a shifting story.
The first tool is "advantage". When granted advantage, a character can roll twice on a d20 roll and take the better result. 5e DMs can institute this mechanic in a variety of situations or environments such as moving to high ground, conducting a well planned bit of subterfuge, or spending some time to plan a first strike attack. Advantage is a powerful bonus when given, roughly equivalent to a +3 to +5 bonus depending on the target DC. You won't want to give it out all the time, but when you do, it will really matter to the PC's action.
The second tool is "inspiration". Inspiration is a reward for good roleplaying. When a player has their PC act true to its character, even if it's not the optimal choice from a gameplay perspective, the DM can give the character "inspiration" which, when used, gives them advantage on a d20 roll of their choice.
These two tools give DMs a great way to empower PCs and reward players for coming up with creative and unplanned solutions to their problems. These tools build trust with our players and empower PCs to act beyond the mechanics of their character sheet. They reinforce the basic idea that D&D is a game about interactive storytelling focusing on action, exploration, and interaction.