You think putting Class advantages in only one tree is closer to D&D?!
Originally Posted by bsquishwizzy
And for the OP: /signed
I think I have a hard time quantifying exactly what makes a good quest and what doesn't. I do know what quests I like and those I do not however.
For me I think it has to boil down to generally having at least 3 of these 10 things, sadly having even just 2 or even 1 thing that is 180 degrees on these can kill a quest for me.
- An unique/different quest mechanic that isn't overly punitive
- A story line / twist that is concise but engaging
- Multiple options to complete the goal
- A map that, while easy to read, allows for multiple paths to destinations
- Varied battles that require some degree of tactic / coordination to complete smoothly
- No quest mechanic that absolutely requires a specific class/build to complete
- Optionals that add enough XP to make them worth seeking out
- Treasure that is useful at level / treasure that is useful for a couple of levels
- Something that is just plain fun / silly to do.
- End bosses that are not just cardboard cutouts placed to be tank n spanked.
what might be surprising (even to me) is that there isn't really much of a "good XP" requirement from the quest itself. It can be horribad XP but if it's fun to run with decent loot and a little bit of challenge then I am pretty good with it.
Some quests that are good examples of quests that I like are:
- Mired in Kobolds
- Kobolds' New Ringleader
- Blown to Bits
- Acute Delirium
- Party Crashers
- Impossible Demands
- The Battle for Eveningstar
- Kobold Assault
Some older examples of quests that bored the hell out of me were
- ANYTHING in the restless isles. Trying to get around there is so convoluted it puts me off even trying to figure it out. If I could get a refund on this pack I would. Having said that I think I have done the quests all at least once in some point and I think they were fine but honestly I can't remember well. I know that the explorer to just get there what kills it for me, this is a fairly rare case where 1 single negative can kill it all.
- Coal Chamber. Here it's not even the map (which is fairly bad) it's the damned scenery. Running on a 1st life halfling it's not too bad. run the damned thing on a TR'd Half-Orc and it's purely frustrating.
2 recent and excellent examples of quests that really didn't do it for me are:
- Diciples of Shar
- Escape Plan
Sadly both these quests are intended to get me to want to pre-order the expansion, they did NONE of that for me. They were so linear, so boring, so very "Blah" that I am completely not interested in the expansion. I would hope that this would concern the designers and devs enough for them to spend some real effort in making new content.