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Design & Development: Quests
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<blockquote data-quote="Raven Crowking" data-source="post: 3900682" data-attributes="member: 18280"><p>The way I read the article, the card stated the goal, not what would have to be done to complete the goal. "Find the ruby key" for example, not "look in the 3rd cupboard to the left, 2nd drawer down." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>As such, it would be appropriate for the players to assign goals and the DM to assign a "level" (and XP value) to them. The players should not be assigning what they get as a reward for meeting their goals (although their goals might include getting certain rewards).</p><p></p><p>IMHO, of course. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>I think people have mixed emotions about quest XP. Story awards are a great thing in theory, but in practice they aren't always so wonderful. I admit to some curiosity about how the designers (and hence, the DM when 4e is released) decided what quests were what level. Hopefully they have a better system to determine Quest Level than CR/EL was to determine Monster Level.</p><p></p><p></p><p></p><p>(shrug) It's probably more in relation to the perception of shifting "baseline" playstyle. This is, as I said, one of the things that I don't find too objectionable (and potentially great, in the right game). </p><p></p><p>But the reward/Quest Level better have a solid system attached to it, or this will be an anvil around WotC's neck, about which every grognard out there will have something to say. Or so I predict.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3900682, member: 18280"] The way I read the article, the card stated the goal, not what would have to be done to complete the goal. "Find the ruby key" for example, not "look in the 3rd cupboard to the left, 2nd drawer down." ;) As such, it would be appropriate for the players to assign goals and the DM to assign a "level" (and XP value) to them. The players should not be assigning what they get as a reward for meeting their goals (although their goals might include getting certain rewards). IMHO, of course. ;) I think people have mixed emotions about quest XP. Story awards are a great thing in theory, but in practice they aren't always so wonderful. I admit to some curiosity about how the designers (and hence, the DM when 4e is released) decided what quests were what level. Hopefully they have a better system to determine Quest Level than CR/EL was to determine Monster Level. (shrug) It's probably more in relation to the perception of shifting "baseline" playstyle. This is, as I said, one of the things that I don't find too objectionable (and potentially great, in the right game). But the reward/Quest Level better have a solid system attached to it, or this will be an anvil around WotC's neck, about which every grognard out there will have something to say. Or so I predict. RC [/QUOTE]
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