Does putting someone’s physical body in quintessence, thus removing them from the time stream, also remove them from the dream demiplane their mind was sent to by Microcosm?
The point of this is to see if we can separate the mind and body and use Dream Travel to go to the dream created by Microcosm, with the body of the dreamer safely stored in Quintessence.
All of this assumes that Microcosm does create a dream demiplane, which by RAW may be dubious. But if it does, cheap pocket plane with better time traits we could otherwise get. Downside: dealing with monsters of the dream world might suck. Upside, pretty hard to get there if you’re not a creature related to dreams.
It’s well-known what happens when characters get less gold than they are supposed toaccording to the wealth-by-level (WBL) guidelines. Basically, the well-known power disparity between casters and non-casters becomes even stronger: money is Fighter’s access to magic, and magic is true power in Pathfinder. Without magic, the Fighter has significantly less power.
However, what are the consequences of the party getting significantly more money than it’s supposed to? E.g. doubling WBL, so a level 4 characters would get 12.000 gp worth of valuables instead of only 6.000.
Of course, this will make the affected characters more powerful, and they will require harder challenges to have meaningful encounters. But will the power disparity be affected in any way?
Once on each of your turns as a Bonus Action, you can mentally Command the servant to move up to 15 feet and interact with an object.
Can the US flick a hat over someone’s head? Can it flip over someone’s cloak over their head? Can they tie someone’s shoes to each other?
I’m getting conflicting reports.
Search in Google: “windows 7” fix CVE-2020-0601
The top result (from PCWorld) claims that “contrary to earlier rumors, it does not affect Windows 7”.
Scrolling down finds a bunch of articles that claim it affects Windows 7 and newer.
Can anyone confirm if the exploit affects Windows 7, and if so is there going to be a patch available despite end of support?
(For reference: there have been a few cases of extremely bad vulnerabilities in Windows XP that got patched anyway over the years, which provides a good precedent for this to get patched in Windows 7 if applicable)
Cunning Action: Aim contains the following:
You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Class Feature Variants Unearthed Arcana (page 9) Site PDF
Would a rogue under the effect of the fly spell be able to use this feature while in the air? If so, would he fall to the ground after using it? Does something change if they naturally have a fly speed and it isn’t from the fly spell?
CDN are said to absorb and mitigate the Denial of Service and DDOS attacks. Consider an application that uses a CDN provider to deliver its content. So if an attacker tries to bring down such an application using DOS or DDOS, the flood of requests made during such an attack will go to the CDN servers. Will such a DDOS attack have to completely bring down all the CDN servers serving this application’s content before impairing the origin server completely?
If one were to go for an increased degree of realism, and try to build a probability curve that produces most sensible results (but simplified, of course, since there is no such thing as a perfect simulation), then approximately what sort of correlation should there be between distance to the target, speed of the target, and the chance to hit the target (under otherwise similar circumstances, i.e. same aiming time, weapon, character/skill etc.)?
Examples: There are systems which reduce the chance to hit by the same percent per range fixed increment added to the range of the target. There are systems which stack range penalties by a logarithmic function of range (e.g. a stacking penalty per doubling until reaching some cutoff range). There are systems which provide a constant speed penalty entirely separately from range, and systems which add speed and range when calculating the penalty. Some of these systems’ probability effects are complicated by the fact that they use non-linear dice curves. Some argue that the function of probability reduction should be a quadratic relation to range, since for each doubling of range, the target’s projection becomes ¼ of its previous observed value (percent of FoV taken up), but I don’t recall any systems that explicitly and deliberately implemented anything like that.
After asking elsewhere, I’ve been pointed to Steering law and Fitt’s law, but seem to be meant for fixed accuracy and variable time, while in RPGs, fixed aim time and variable chance to hit are much more workable.
Note that I’m not asking about which dice mechanics to use for modelling those probability adjustments, as I’m assuming that there are multiple ways of fitting dice to a desired probability function, but first I’d like to learn what probability functions are most fitting (simplified and generalised, of course) representation of real life shooting situations.
The Symbol spell says:
Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Many of the options for what effect the symbol has when triggered have durations much shorter than 10 minutes (e.g. Stunning), or are instantaneous effects (e.g. Death). If I choose one of these effects, does that mean that it can affect the same creature multiple times? For instance, if I choose Stunning and a creature is stunned for one minute, then, assuming no one else moves them, they will still be within range of the spell at the end of that minute, and the spell will still be active for 9 more minutes. Does this mean that as soon as they recover from being stunned, they have to make the saving throw again? For that matter, does a stunned creature have to continue making saving throws every turn to see if the duration of the stun gets reset to 1 minute? Also, if they make the first save but cannot leave the area on that turn, do they have to make another saving throw on the following turn, or does the first save mean that they resist the effect of the spell entirely?
Similarly, if I choose the Death effect, do creatures in the area take the 10d10 necrotic damage every single turn until they leave the area?
Obviously, the answer to this question has a significant bearing on how powerful the spell is, especially if combined with other traps that limit creatures’ mobility.
I’m not exactly sure how changes to ability scores in combat affect abilities that have uses based on the modifier for that that skill.
For example take a bard with a Charisma score of 18 that has already used his 4 Bardic Inspirations. He then draws the Star card from the Deck of Many things. He uses it to increase his Charisma to 20, making his Charisma modifier +5.
As the number of Bardic Inspirations is determined by the Charisma modifier, would its increase to +5 give him an additional use of Bardic Inspiration?
On the other hand, suppose the bard has an Ioun stone taking his Charisma to 20. He uses 4 Inspirations, and then steps in a Antimagic Field, disabling the Ioun stone and reducing his Charisma to 18(+4). Would he have one available Bardic Inspiration or none?
I want to add
hot_standby_feedback = on to a RDS readonly replica.
The problem is that the replica currently has a parameter group already attached, which is inherited from the master. My question is: does adding
hot_standby_feedback = on to the master parameter group affect the master instance negatively so that I’d better attach a new parameter group to the replica?