alhoon wrote:I would like to discuss this. It's a problem with the 5e madness format more than 5e Ravenloft.
What I mean is at the moment, your mad character has an extra way to get inspiration that he or she can ignore if it's not convenient to use.
Well, a flaw has to be a flaw in my opinion, not a hidden-bonus. How to make flaws non-character breaking but still make a player to want to get rid of his madness instead of trying to lose horror saves for the extra bonus needs a bit of work.
Flaws are kinda sorta a bonus, being an extra way of gaining inspiration. However, that is dependent on the player RPing the flaw to the satisfaction of the DM. If the player isn't choosing to self-hinder themselves enough to the DM's satisfaction, then no inspiration needs to be awarded.
This feels like the gaming equivalent of a First World Problem. Yeah, the player is gaining advantage at an increased rate, but they're doing so by roleplaying more and bringing their flaw/madness/fear to the forefront. It's enriching the game.
alhoon wrote:As I mentioned in Dark Shadows, I believe going against madness or temptation should require an intelligence or wisdom save. If you lose that save you actually lose your inspiration. In essence giving it up to break away from your addiction, temptation, the voices whispering in your mind etc.
Certainly not game-breaking.
My fear is that it might make inspiration less appealing. Because the player might not want to roleplay a flaw or temptation they won't bother to do anything to gain inspiration that they will just lose anyway.
It's also adversarial. The DM is saying "you're roleplaying isn't good enough, so I'm taking something away. It generates a confrontation.
alhoon wrote:Let me give an example:
Assume a character that got a fascination with his reflection in mirrors after a dramatic even. This character finds himself fighting along with his friends a group of enemies in a room with a huge mirror dominating the wall. And the character decides to not get inspiration by spending a round watching himself in the mirror rationalizing that he's in danger. After the battle finishes the character also decides to not look in the mirror because his mates may steal some of the loot. Only after every kind of risk is dealt with, the player describes the character standing in front of the mirror getting lost in his reflection.
So all in all, that dramatic event that broke the character's mind didn't have an adverse effect to the character.

The alternative is that the character is greatly penalized by the presence of the mirror. The DM is essentially imposing a giant penalty just on them.
They have to stop playing the game and choose to be bored or risk punitive action.
Plus, if I were DMing that session, because the character didn't risk anything by becoming fascinated at the very end, I wouldn't award inspiration.
alhoon wrote:
It should be also noted there a note like "The DM should feel free to give debilating effects or conditions to characters to portray their harrowing experiences and traumatized minds when the players try to abuse the system instead of roleplay the flaws"
Hrm, what about an outbreak of madness? If they repress their madness (i.e. don't roleplay) their madness intensely manifests and they gain a short or long term madness. So if they roleplay (and gain inspiration) they can offset penalties.