Q:One thing led to another, and my players got one wish from Vecna, at heroic tier. At a point, they reached no decision, so I pulled each of them into another room, to question them about what their characters want deep down. In the end, all their characters desired knowledge of different sorts, luckily I gave myself a year and a day to make the request happen, so here is a question, how can I quantify knowledge (Ioun stones won't work because two of them are divine)?
There are lots of ways to do this; magic items that give bonuses to knowledge skills, one-shot “item-like” bonuses or re-rolls at relevant moments.
But, more importantly, what you’ve set up for yourself here is a player-motivated way to inject your plot into the game.
Does your fighter want to learn the deadliest sword techniques? Vecna leads her to a mentor who also has plot info.
Does your wizard wish to start learning necromancy? Divine knowledge leads him to a treasure trove of books that also happens to have the magic item rewards for the party for that level.
Even in the most basic of terms if you are having trouble conveying info to your players you can just give one of them an info dump about a future challenge, or ally, or institution, or whatever.
Hope that helps, and thanks for writing in.
xheeeofficial replied to your post:what are the most notable differences between 4E and 5E
So they took everything nice away from DnD…
Nah, the nicest thing about D&D is playing with your friends. You can still do that with spell lists and dividing everything by five every time you want to move.
Q:what are the most notable differences between 4E and 5E
There are no powers, as such in 5e. That’s probably the biggest difference.
Also we’re back to pretending like you can play D&D without a grid.
Q:Where'd all the psions go? (in crit hit)
They must be hanging out with all the other shifters and swordmages.
Q:what to do when your party kills a town with no survivors or witnesses A throw them in to the elemental chaos B make them outlaws C throw an god at them D do nothing E other
Do something that makes sense within the context and confines of your world. There are settings out there where slaughtering a whole town WOULD cause a tear in the fabric of reality to open, for example.
But, my guess is that’s not what you’re actually asking, I think what you’re asking (and if it isn’t, I apologize, but bear with me) is “How do I punish my players for doing something crazy I didn’t expect?”
And the answer is: you shouldn’t.
You can have consequences to their actions, but that has to be different from punishment. The difference comes when you ask yourself the question “what happens when the players do X?” As opposed to “How do I stop the players from doing X again?”
This, of course brings me back to what may well become the thesis of my time as a game master: Player Character Motivations.
My guess is your PCs did not have a strong motivation that you guys crafted together, if they did, they probably would not had slaughtered a random town, and if they had and you wanted that, you wouldn’t be tumblring me about it.
take a look at this article I wrote a while back. It could be too late to hammer out motivations in your game, but it’s something you may want to do moving forward in other games.
Thanks for writing in and thanks for listening.