Vrock_Summoner
2015-03-05, 02:01 AM
In many fantasy roleplaying games, if you're willing to put in the substantial quest effort, you can get awesome doohickeys that make future problem solving easier for the rest of the game, which you wouldn't have gotten if you hadn't put that effort in. This works best if either 1) the system is one in which character power doesn't progress much or the narrative is more emphasized than the mechanical resolution of problem solving, or 2) the equipment itself scales with the character.
The former is simply untrue for the base assumptions of D&D (though some people run it that way, and power to them for figuring out some houserules or whatever for having more fun at their table), while the latter is... Difficult in implementation and presentation, to say the least. It can work once as a neat effect, but scaling quest reward is something that both only tends to work well for weapons, and more importantly gets old instantly the second time it's used with one group, even in different campaigns, because fluff justifications for that sort of thing run rather thin.
Plus, there's the factor where D&D balance (insofar as it works) tends to basically require that your equipment is up to par but not too far above it, else challenges quickly run the short distance in either direction to "basically impossible even with great ingenuity" to "utter cakewalk." And power grows so rapidly that you're basically choosing between "invalidates all challenge now for lasting worthiness" and "makes things easier but still challenging now and is obviated at the next equipment level along with all the other outdated gear." There's the plausible solution where you require gear to get up to par in a particular area whose requirements don't change much (some of the higher-end Flight items are equally useful to level 5 and level 15), but requiring a dedicated quest to reach basic effectiveness feels... Heavy-handed.
So at the end of the day, in D&D 3.5... Are quests for non-MacGuffin items really worthwhile to either the player or the overall game? From the player perspective, the equipment will either diminish your fun via reducing encounter challenge to the nether regions, or be obviated as quickly as any other level-appropriate equipment, both of which are dissatisfying. From the game perspective, it presents a difficulty in keeping the other characters in the party feeling special without ignoring the value of the acquired item in favor of status quo. It also either makes challenges to the party more difficult to balance, or fails to meaningfully impact the game for very long, which probably causes the players to wonder if it was worthwhile at all.
Do my points not stand? Is there a special ingredient that I didn't notice on the recipe explaining why item quests can be worthwhile endeavors for those involved? If they do stand, is there a way you guys have done it to make the item's acquisition have lasting impact, without its immediate presence breaking the game for some duration? I'd be interested to hear everybody's thoughts on the subject.
(Again, this bears little in regards to non-mechanical MacGuffin quests. It doesn't matter what the plusses are on the Sword of BEG-slaying, it's necessary to take him out, and then will go on to be replaced, or it'll have no useful ability but be the key to activating the gate that sets the next arc in motion, or it'll be a relatively weak pair of teleporting boots but have historic value that lets you unite the dwarf and elf tribes via its presence, or whatever.)
The former is simply untrue for the base assumptions of D&D (though some people run it that way, and power to them for figuring out some houserules or whatever for having more fun at their table), while the latter is... Difficult in implementation and presentation, to say the least. It can work once as a neat effect, but scaling quest reward is something that both only tends to work well for weapons, and more importantly gets old instantly the second time it's used with one group, even in different campaigns, because fluff justifications for that sort of thing run rather thin.
Plus, there's the factor where D&D balance (insofar as it works) tends to basically require that your equipment is up to par but not too far above it, else challenges quickly run the short distance in either direction to "basically impossible even with great ingenuity" to "utter cakewalk." And power grows so rapidly that you're basically choosing between "invalidates all challenge now for lasting worthiness" and "makes things easier but still challenging now and is obviated at the next equipment level along with all the other outdated gear." There's the plausible solution where you require gear to get up to par in a particular area whose requirements don't change much (some of the higher-end Flight items are equally useful to level 5 and level 15), but requiring a dedicated quest to reach basic effectiveness feels... Heavy-handed.
So at the end of the day, in D&D 3.5... Are quests for non-MacGuffin items really worthwhile to either the player or the overall game? From the player perspective, the equipment will either diminish your fun via reducing encounter challenge to the nether regions, or be obviated as quickly as any other level-appropriate equipment, both of which are dissatisfying. From the game perspective, it presents a difficulty in keeping the other characters in the party feeling special without ignoring the value of the acquired item in favor of status quo. It also either makes challenges to the party more difficult to balance, or fails to meaningfully impact the game for very long, which probably causes the players to wonder if it was worthwhile at all.
Do my points not stand? Is there a special ingredient that I didn't notice on the recipe explaining why item quests can be worthwhile endeavors for those involved? If they do stand, is there a way you guys have done it to make the item's acquisition have lasting impact, without its immediate presence breaking the game for some duration? I'd be interested to hear everybody's thoughts on the subject.
(Again, this bears little in regards to non-mechanical MacGuffin quests. It doesn't matter what the plusses are on the Sword of BEG-slaying, it's necessary to take him out, and then will go on to be replaced, or it'll have no useful ability but be the key to activating the gate that sets the next arc in motion, or it'll be a relatively weak pair of teleporting boots but have historic value that lets you unite the dwarf and elf tribes via its presence, or whatever.)