Need help here please. I am trying to hide the ‘add to cart’ woocommerce button when a user selects a specific item in a dropdown list. I have tried multiple JQuery snippets in both functions.php and through 3rd party plugins but am still struggling to get it to work.
In Functions.php theme file
Please can someone assist with simple steps to 1) provide correct code, and 2) insert in the woocommerce.com hosted plarform.
Is there some software out there (beside core rules) that does character management? Really what I am looking for is a way to fill out the sheet and remember the information so I can update it and print it out (and make a PDF copy) for the next session. Does this make any sense? Core rules has never really worked for me once you factor in the house rules and modifications.
Context: I have recently started a campaign with a new player that comes from AD&D background. He wishes to convert and import his character to the campaign. We do that once, I help him with the conversion and checked his stuff, he got 2 magical items lvl3 a bit much but I didn’t mind they were not game-breaking (ring of immunity to poison and mobility boots(longer jumps and a bit of speed up)? His character died, He asked to bring another character this time I let him do, I ask him for his stuff and he says that he has a magical sword and a giant strength belt (lvl6) this is IMO very strong, but again not game-breaking I tweaked a bit the encounter and it went fine.
The thing is that I give him a full plate armour and then he says that his armour class was 23. I was surprised because Max AC without magic is 20 – 21 (with defence combat style (which he has)). So I asked how His sword is :
The Items magical sword +2 attack bonus, magical damage, +2 fire damage, +2 AC.
IMO At this level having a CA of 23 (25 with "shield of faith" he plays a paladin) is game-breaking most monster exception the strongest get attack bonus of +4 +6, Meaning that he will only get hit on crit by most monsters, or that I have to send powerful monsters (that is maybe not fine for other players). The first question is that True? is this AC game-breaking at level 6?
I started to talk about this. and it went bad. He says that it is only 8 % increase of AC and did do much and that he gains his sword on a very deadly quest etc…. Maybe it is a good computation in AD&D setting but in 5e I feel it is not. Does it exist any rational arguments about this?
For now, I come up with the following arguments:
- AC doesn’t scale the same, and 21 is already the maximum you should expect to be. A venerable red dragon AC is 22.
- AC increase is extremely costly, with non-magical means they are only two ways: combat style and feats (heavier armour type or the Medium Armor Master feats (+3 dex))
Does there are other arguments? Or maybe I wrong?
The 1e AD&D module U1 Sinister Secret of Saltmarsh has a plot that…
Coincidentally, the cover art of the 1e version of the module by David De Leuw depicts the mansion with bats flying out of it that is quite reminiscent of the spooky mansion with bats in the opening credits of Scooby Doo.
Are there any sources that verify this was a deliberate homage by the artist based on the plot of the module?
Scooby Doo opening credits:
I’m trying to remember a module, AD&D I’m fairly certain. They had a listing of rooms and what was there. A few of the rooms had rubble in them which could be searched for treasure with one of them instead hiding a cache of parasitic worms in the rubble which would attack any searching PCs (presumably to discourage Always Check Behind The Chair) with the mild twist that, after the worms were defeated, a second search found some valuable treasure (jewelry, I think). Anyone familiar with this module?
After looking at the listed answers, it sparked a bit of memory. The rooms being listed were along a corridor. It’s the weirdest thing, but my memory is that it’s a rough rock corridor, but it was houses on either side that were available to search. That suggests to me it was either a canyon or somewhere underground. They were dilapidated, but I am not certain if it was due to simple disrepair or if it was due to an earthquake.
While trying to trace down a vague memory of Boggles, I found the Secret of the Slaver Stockade module, but it does not seem to quite match up. There is a bit of rubble with vipers, but no double bluff with the second search finding treasure. That and it just doesn’t have that same feeling as the memory of something wormlike burrowing into the questing adventurers.
I have some players interested in airships. You’d think these rules existed somewhere in one of the campaign settings or a Dragon magazine. Do any?
I’m thinking of things like flight speeds, costs, size or weight, etc.
I’m trying not to go the Spelljammer route.
When I played AD&D 1e and 2e Orcs were listed as lawful evil in the Monster Manual. Lawful Evil as their alignment was consistent with other similar races like Goblins, Hobgoblins, and Bugbears. To my surprise the D&D 5e Monster Manual lists Orcs alignment as chaotic evil, with a description of how Orc tribes work. Why was the Orc alignment changed?
Plenty of AD&D 1e and 2e adventures had Orcs as mercenaries which fit the LE willingness to follow orders. Orcs as CE seem unsuited to organization beyond a tribe as they follow only the strong. The AD&D 2e Monster Manual even suggested that trade was possible with Orcs if you had a well defended enough settlement that trade would be easier than conquest.
I do not know the rules of AD&D 1st edition that were in effect around 1987. I own, however, a copy of the Forgotten Realms Campaign Set (TSR1031). I’ve just noticed (after all these decades :D) that its DM’s Sourcebook of the Realms has alternative rules for subduing a dragon (on p.15): it can’t simply be subdued, it must be awake and challenged properly, and it must accept the challenge before subdual as per the general rules can happen. So… there must have been general rules for subduing a dragon.
What were the general AD&D 1st edition rules for subduing a dragon, and how would those rules best be ported to D&D 5e, if they’re worth porting at all?
I just started playing D&D 5th edition at college with friends after playing AD&D for years with my family in a homebrew campaign. I just noticed that fighters don’t get any followers after getting to level 9 in 5th edition. Are there any mechanics for having followers in 5th edition?
I’m playing a noble dwarf so I was hoping to have a small army after level 9.
In AD&D, many spells have effects with areas that are a specified amount “per level”. From my understanding, this is the caster’s level. My question, is whether or not a spellcaster could choose to cast a weaker spell, to have a smaller area for example (and limit the destruction)?