Mid lvl 4 person Max Quests

Started by PanamaLane, March 02, 2009, 06:03:16 PM

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efuincarnate

There are level 10 pc's on the server??? I would think, at level 10, questing would be on the lowest of prioritys, at 10, you should be organizeing your own Noble House, or Head of a Mercenary company, or some other suitably awesome player inclusive, plot driveing action. Questing..kinda the reason there are not any at that level, I am going out on a limb, but I think you may be expected to be deeply involved in the rp aspect of the server at epic proportions  by that point.  'Course, I could just be jealous because I cannot get a char past 5.

Howlando

Pretty much every suggestion stated in this thread already exists.

Certainly we're always looking to add MORE content, though.

I kind of have the idea for some ridiculous quest with a minimum of 10 PCs now, though, just for the wildness of it.

IxTheSpeedy

Yes!  minimum of 10, good idea.

efuincarnate

300 style, hold off the orcan hoard, or something involving pirates!!
Hooray for more content! (though I dont think I have ever seen beyond two zones? from the Zigg-more is better!)

Zymnarkmar

OK...this is all fine and good, but MAN some of these higher lvl quests are insane!  The Wild Orc Trail quest is ok as long as the rock is whored [different post] and even if it's not it seems do-able, however that Stargazer quest where you attack that castle amonst a constant barrage of arrows seems like a deathtrap!!!!!!!  Sure the quest was completed but man, I lost almost every consuamble I had, 1000+  gold worth AND fugued twice!  If I ever try that quest again I WANT THE FORT...screw loot (which is usually hoarded by some other PC clique [possibly even metagamed] anyway) and gold, A group does that quest they should get the fort!  What is is with the DM fetish for arrows here?  I've had more of my higher lvl characters killed by arrows on various quests...  sry more of a rant but MAN that Fort quest is INSANE/suicidal IMO.

Jasede

Not trolling or being mean here, Zym-

If you assault a /fortress/, what do you expect? I expect a crap-ton of archers on high ground that'll pelt me while we get a battering ram to smash the gate open. If I am a level 5 adventurer, or say 4, then I know arrows hurt bad; and even with awesome armor some will still hit me; surely characters have an IC feel for the enemies being able to get lucky and roll crits.

For my character this would mean not to go on this adventure without a way of surviving arrow-barrages reliably. There is a fairly low level potion for just this that's rather affordable. You'll say "But man, that's like 80 gp off what I'll earn on the quest, maybe 160 if I use two!". But consider: not only will you save tons of gold by not needing to heal the arrow wounds, you will also make it back by the money you get. Sure, not as much money as if you hadn't needed the potions in the first place, but if you are that awesome and well-kitted out you'd likely be doing the harder quests instead. Not to mention a potion or retreat is always, always more desirable to dying, at least in my experience. Seeing the fugue can suck the fun out of a concept rather quickly for me, at least.

And if you can't find those potions, or don't have them? Pass up on the quest. Just say no. What adventurer goes on a lethal adventure that could very well end his life when he does not have the proper supplies?

(A very, very poor adventurer.)

Zymnarkmar

Problem is IC (and in the fortress example OOC) you don't know what you're up against and might be metagaming to let ppl in on what they would need... I'm all for battering-rams, catapults and  party size of 20+ (though I know you'd never get that large of party) when laying seige to a fort,  IC it would make sense (esp raising a real army to take out an army) Same goes for Orcs, there's like 100 orcs on that quest, why can't I bring 20 ppl on it so at least its only a 5:1 Orc to PC ratio...we'd womp them...no whoring of rocks required...sucks to be an orc, don't mess with the Zig!  A neat bonus if one could get that many people on a quest even if the payout would suck, least you get the XP.  Given the prerequisite that "each time your character goes on a quest it is treated like they've never done it" it would be darn near impossible to be properly outfitted for anything.  Live and learn I guess.  
I rant but EFU:A (and EFU before it) rocks---It and it alone is why I own NWN.  I vote for no party size limits on big quests...Let the Zig bring the hammer down on its foes! :)

Howlando

You might just be trying your hand at quests at too low a level, Zym. People complete both of those you mentioned very easily all the time, and there are MUCH, MUCH harder quests out there even.

I can has fun?

Quote from: Zymnarkmar;113915If I ever try that quest again I WANT THE FORT...screw loot

I think this little nugget should be quoted for emphasis.

Not because I think it would ever happen on EfU, or that it is even an advisable course of action in this setting, but just because I feel like that sometimes, too.

Gippy

There are a great deal of high level quests still in the module -- 11 as a level is decidedly plausible. As for having two level 7 pcs and a level 6... LOL. Level 7 has tons of quests to do! Most are even easy.

PanamaLane

With the party in question, there really wasn't anything we could do that I know about. But this is kind of off topic anyway. My post was designed as an idea for more low number of people quests with mid to higher lvls.

A surgical strike team quest or two.

I also like the idea of a min ten person quest.

I'd just like to mix the requirements for questing up from the ever present 4-9 max 8 types you see in many places.

Gippy

I think that sometimes with the scaling system you will find mid level quests to be easier then if you had more people. If you cannot do these easier quests with the party you had -- a bad party? Then I do not think you will be able to pull off any quest at all. Regardless of if it is set up for 4 people or not, a bad 3 person party will not be able to do the quest. It seems to me that what you are really asking for is more easy mid level quests, of which there are several now, but perhaps it is worth adding more. I personally am sort of against arbitrary quest limits. Perhaps seeing '3-4' player maximum would give you confidence enough to try to quest, but if you do not have a good group, you are only more likely to fail.

Gippy

Bosses are the one thing that does not scale-- perhaps some mid level bosses can be examined with small parties in mind. Nothing really leaps out for me though, I haven't done those quests in some time.

9lives

Love is a battlefield.

AKMatt

The boss of gnolls is one that can pretty much wreck a 3-man team after what is otherwise a cakewalk.  Of course, it all depends on if he goes on a crit rampage or not.  Scalability might be an issue there, though again this is a quest where your characters are assaulting an entrenched army, and difficulty should be expected.

I'm surprised Castle Vrazdn was mentioned as one of the tougher quests.  Always found orcs to be much, much tougher.

As for a large party quest, I think naval combat would be incredible with a min party size 10, lvl range 4-10.  You can start off on a ship working for some merchant who is making a return voyage to Old Port with goods from the Colony, maybe fend off a couple little kobold pirates near the coast, then once you get out a ways get attacked by sahuagin or corsairs (or both!).  Placeables can include ballistae, ropes to swing from ship to ship on, etc.  Maybe have pieces of the hull you have to protect, flames to pour water buckets on (something for lower level PCs to do while staying out of the thickest combat).  If the placeables are destroyed, the party gets teleported to an underwater area and have to fight off sharks while periodically popping up for breath (by transitioning to something raftlike in the ship area, representing broken off pieces of hull) and it then becomes like a Mort horde survival quest until the last shark boss comes and you get picked up by the next ship coming through headed back towards the Colony.

If the placeables survive long enough and flames don't get too out of control, you face the pirate boss or whatever and get to continue on toward Old Port.