Does a monk’s Step of the Wind affect High Jump or just Long Jump?

At 2nd level, monks can spend a ki point to use Step of the Wind:

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

What is meant by “jump distance”, exactly?

The rules on Jumping state:

Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. […]

High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. […]

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.

Both Long Jump and High Jump mention distance, so does that mean a monk who uses Step of the Wind can jump twice as high? I ask because my DM and other players in the group who spoke up are under the impression it only affects the Long Jump, and that a High Jump is unaffected by Step of the Wind…

How does Max-HP reduction affect wild-shaped/polymorphed creatures?

Certain creatures have abilities which can reduce a character’s maximum HP, and usually if it gets reduced to 0 the character dies outright.

Suppose a HP30 PC is wild-shaped/polymorphed to a creature with 50HP, they get into a fight with a Wraith and take a few hits dealing a total of 30HP. If they failed the con saves, that PC’s max-HP is reduced by 30, but it’s still at 20.

An interesting, perilous situation.

Do they die instantly? Would feel a bit unfair since they’re standing there with a bunch of HP. Is the damage just shrugged off like normal damage upon return? The Druid’s wild-shape section is quiet on status conditions, though it’s pretty blatant about HP:

When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed.

That sounds like a free pass, but it would reduce the danger of these fights considerably. I’ve been assuming the PC becomes a sort of ‘dead man walking’ where if they revert the HP reduction will carry and they’ll die instantly. But I’m not sure.

If that’s the case, they’ve got a ‘Crank’ like situation where the PC has less than an hour (before the wild-shape/polymorph wears off) to find a Heal or Remove Curse.

What affect does modulus have on CSPRNG outputs?

I work in security and I’ve seen modulus (modulo) used in many encoding and crypto algorithms. However, today, a friend of mine mentioned that using modulo like this:

unsigned long int result = some_CSPRNG_output % 556600;

“Limits the security effectiveness of the CSPRNG.”

If you are not familiar with C, the pseudo-code there is essentially stating that the output of some cryptographically secure random number generator, such as /dev/urandom on a linux system, squeezed into a positive integer, is assigned to the variable “result.”

The idea behind his argument is that modulus limits the number of possible outputs, therefore weakening the strength of the entropy. He stated for example, that if we have a CSPRNG output and we compute it with modulo 2, there are fewer possibilities of outcome, thus the entropy is weaker.

Is this true? Please explain why or why not.

How does my character’s awakened mount and 2 awakened companions affect what CR the party can handle?

So some things happened and now I have 3 awaken scrolls. The rules say I don’t have to use material components so I can just use them. I also switch with the dm occasionally and run it myself. How would this character + their companion effect how much xp the party can handle? So, for balancing the CR of encounters, how does a lvl 5 optimized hexblade warlock riding an awakened Giant Crocodile with 2 awakened Giant Scorpions to their side effect CR?

How does **Enhanced Trait : Affect Others Only** function as a device?

This is a continuation of this question for Mutants and Masterminds 3e. So, the character I proposed could spawn a minimum of 6 constructs with 30pp worth of powers/skills by using Invention at Quickness 20, but this is from a PL20 character, so making a flood of these critters wouldn’t be that effective unless we were being attacked by a huge, person-man army. That being said, it doesn’t prevent me from making other inventions using the same method. My initial solution is to create beacons to buff my constructs, a power worth at least 2pp per rank (Permanent Enhanced Trait, Affects Others Only, Perception, Limited(my constructs)). Now, I could use this to buff a core stat or a ranged attack by 10 ranks (thus bringing that up to PL12 by proxy), but that involves planting several beacons in series to cover all my bases and still leaves them much weaker than most things that’d be thrown our way. My other option is to drop the Perception range modifier, which would give me the leeway to either buff a core stat/ranged attack to the PL cap and have 12 points to spare or buff 2 things to a more agreeable 15 ranks.

The latter would be the preferred solution, but I’m unclear on how the device itself would function. To that end, I have 3 questions.

  • Would this device have to be a worn piece of gear or a stationary object that my constructs need to interface with?
  • If these need to be worn/carried, is there a limit to how many my constructs can carry?
  • If these need to be interfaced with, what sort of action do the constructs need to take?

How does it affect the game if not everything spoke Common?

Going through the bestiary DBs, you find that most monsters that speak a language, almost all speak Common as well. (Or have some form of telepathy or truespeech.)

From the data my friend gathered, he determined there are about 75% of speaking creatures speak Common. Of those that don’t, 20% are elementals or variants of them, so this leaves only about 20% of creatures that can speak that don’t speak common.

What would the consequences be of removing Common from a large majority of creatures? My goal is to give players more immersion (not everything understands them if its more abnormal or abstract from common folk) and letting those that pick extra languages feel like they are more useful tools, without overshadowing someone who has a lower Int character, but may still want to be a social butterfly.