After the awfulness that was the magic item section, we resume our readthrough of the new Dungeons & Dragons Fourth Edition Player’s Handbook.
The first section is “Quests.” These are the new way they’re factoring adventures, into multiple “quests,” where a quest has a goal and a reward. It refers to the DMG for more, but I don’t really like the MMORPGey feel – a player can propose a quest for the DM to vet to get a “stake in the campaigns’ unfolding story.” Maybe it’s grumpy grognard-itis, but I don’t recall my characters needing specific rewards offered to “find my mother’s remains in the Fortress of the Iron Ring.” I’ll withhold judgment till DMG readthrough time.
Next, they discuss encounters, artificially separating them into combat and noncombat types. This seems like an odd artificial distinction to me, but is apparently because the DMG has separate rules for “skill challenges”.
Experience points. They cap out at 1 million (30th level). Same deal as in all previous editions otherwise. Except that when you level you go “ding”, glow with yellow light, and immediately go to max hit points. (No, not really.)
