Quest: KO ten units in a turn.
Reward: Your units have galeforce.
These are mini objectives to the chapter that when completed, give you a nice reward for the rest of the chapter. The objective and reward should each be a simple sentence, imo.
KOing 10 units in a turn is probably harder than completing the chapter normally, so it’s okay to give out a broken reward for that.
Quest: Dodge four attacks in a row.
Reward: Your units have +20 avoid.
Quest: Defeat an enemy in one hit.
Reward: Your units have +5 con.
Quest: Heal eighty hitpoints.
Reward: Your units have Renewal.
Suggest your own ideas below, or offer feedback on other people’s ideas.
Quest: Open 3 doors/chests with the same unit
Reward: Your unit can use lockpicks
Quest: Use 7 items in one chapter with the same unit
Reward: Your unit get Canto
Quest: Fight 8 ennemies in a round a unit who has less than 50% health
Reward: Vantage
Hidden Quest: Discard a S-rank weapon
Reward: The unit who discarded the weapon get Paragon (or Nihil)
I like the idea though it could be pretty hard to balance it, especially if the reward is a skill. Units like Jagens and pre-promotes could end up having multiples skills pretty easily. The all rounders could also be a problem.(mercenaries/lords/fighters/Mages)
I think a quest system like this is definitely a good idea however I don’t think directly correlating the goal with the reward is a good idea as it can easily lead to snowballing, especially something like avoid, if you even get down to 40 hit and get the reward that’s 20 hit now.
I think it should rather be something like
“Avoid X attacks in a row for +X% crit or +X atk” as it’s not directly correlated to the objective and avoids snowballing without some effort.
I think it’s a good idea, but rewards should be smaller and permanent, like stat-boosters or strong weapons (potentially a skill, but these should be given out sparingly). If it only lasts for one chapter, I wouldn’t feel incentivised to actively try and meet the requirements, unless the chapter was too difficult to beat without the rewards - which it certainly shouldn’t be as that would cause issues for players that don’t have the appropriate resources or team composition to meet the target.
TRS has a very barebones System that reminded me of this that i’ll call the scorecard. Every enemy has a type, say bandit, armor, horse, flier. Every map has a type, say cave, water, urban. And then every weapon type is included aswell. Now for every 10 kills you get of a type, you get +1% hit and avoid against/with that type. So if you killed 21 bandits, and have 13 kills with Swords, aswell as 3 kills on a cave map, you will get 4% hit and avoid when fighting bandits in caves while wielding swords.
Staves also have a useage counter, every 10 uses give you 1% chance to crit with your staff.
Theres’s also singers which have a % chance to refresh units in a radius the more you use it.
I think a system like this combined with your proposed Quest System could lead to more spread out rewards. It would be cool to see a project that makes use of it
If your pegasus kills a lot of enemies on a water map, she could get a coastal warrior trait which makes fighting on water maps easier.
Dodging a lot of fast myrmidons could increase your speed while fighting them, etc.