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Rules Feedback
#41
(01-28-2018, 10:23 PM)Strazio Rockwell Wrote: Perhaps this is a bit of topic necromancy considering there was a thread and everything about it like five months ago. But I'd like to toss in some thoughts/suggestions regarding quests.

I like that quests don't give a flat amount of OM and that the payout is tied in with the quality of writing, and I understand the reasoning behind the change. That said I do miss having that extra incentive to do a quest rather than slapping together my own storyline, especially considering I can submit non-quest storylines for the same rewards. I remember some quests used to offer unique consumables in lieu of a flat OM reward. I really enjoyed this because it gave my characters something that no one else had without it being a full blown artefact. For instance Renji earned a Moogle Food Pill that gave him +2 ATK for an entire fight. Simple, sweet, not too strong, and something that only he had because he completed a quest for Ambrosia. In another instance Strazio and Gamzee earned a couple of standard elixers for saving a potion maker's son. Of course we could have bought the elixers ourselves and still acted as if the potion-maker had given us a reward, but again it felt like a nice little pat on the back for completing a quest and impacting the Overse slightly. I think it also adds a bit of depth to the world, not everyone would be able to pay a prime with om and some have unique skills that allow them to pay primes in other ways.

I know flavor items as rewards exist, but I also think those could be taken a step further. Perhaps have them as a pre-made move that the character could earn without having to pay 300 OM to fashion a flavor item into an actual move?

Would it be possible to add back some unique rewards like that? Of course not every quest should offer any additional reward beyond pats on the back and those that do offer rewards would offer ones relative to their difficulty. Perhaps some could even have scaling rewards, only offering the additional rewards depending on exceptional grades?

Here are some ideas that I've brainstormed.
[spoiler] - Stronger Food Pills
- Flavor items that are moves (This one could be really versatile, and could be more than just fancy swords and shields. Perhaps you earn a magic tattoo that lets you cast fireball or something like that.)
- Consumables that summon an assist for one round. (Maybe saibamen seeds or something like that.)
- Consumables that cast a super move. (These would probably be rare as hell and only exist in the tougher quests)
- Flavor items that are power-ups or alternate forms (You'd still pay SP, but maybe a curse mark that turns you into a werewolf?)
- Alternatively consumables that act as a one-round power-up. (Adrenaline shot or other drugs)
[/spoiler]

Bumping this for a bit more attention, those that saw it seemed to respond favorably to it and I personally like the idea a lot.
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Rules Feedback - by Omni - 11-05-2017, 05:31 PM

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