[quote:2kl9ai11]if you want more fairness, make the mobs about the right size for a couple people to take down and if someone finds/is fighting the mob then its off limits for the rest and have a few different ones out there
this rewards people who are willing to do the work and the thinking[/quote:2kl9ai11]
Just thinking about that, perhaps the way quests themselves work has more potential to equate quest rewards with hard work/thinking than simply altering what happens after the quest.
A quest that ran with several smallish (maybe 4-5 man or so) groups, or even players working alone, would simultaneously force everyone that wished to participate into doing questy work beyond the normal duties for their classo within a group, and eliminate the whole argument of whether the leader/1.tank are always deserving of the best picks.
For example, in a quest with, say 50 people working alone (I realise disallowing groups would restrict newer player's ability to receive rewards other than drachma, but they're not likely to now anyway), the first 5-10 to find the solution could receive a pick from the usual bag of eq and stuff, then stepping down to drachma rewards as people completed, and possibly a small drachma reward at the end for everyone that participated and didn't find the solution.
Also, encouraging players to work against each other as well as pre-existing constructs (I'm not talking by turning the mud into a pvp bloodbath here btw

), could take a lot of load off the immortal running the quest, as there would be a lot of entertainment provided by the competition, which could allow a fundamentally simpler quest to take longer and be more challenging.
Of course players with higher level characters and more experience would likely dominate the best rewards, but that's going to happen with any system that hands out rewards based on anything but a roll of the dice, and isn't necessarily a bad thing anyway.