The new UA Ranger’s Fade Away feature states the following.
You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
Does this feature effectively grant Greater Invisiblity until the Ranger’s next turn, in the sense that it is not interrupted by attacking?
This question is more of a sanity check, as, to me, this feature seems incredibly powerful. It would allow the Ranger to gain advantage on all of their attacks for an entire turn, while simultaneously imposing disadvantage on all attacks against them as well.
Given N points, I want to find the optimal configuration for which all the points are as far away from each other as possible.
The metric I’m considering is an approximation to the perceived distance between two colors:
The colors are constrained between 0 and 255. And there are N colors of maximum pair distance I want to find, in addition to these N colors, there’s a point in the origin (black) and in the topmost right-front corner (white) which are fixed in place.
This reminds me of sphere packing, but I don’t know the optimal size of the sphere so that they’d fill the whole volume… And since this metric is not translation invariant, I’m not sure how to calculate the sphere positions even if I knew the sphere size.
I’ve tried minimizing some cost functions, such as
or the columb force inspired
But it’s not very efficient, and is very dependent on initial guess (and it seems my euclidean grid-based guess isn’t optimal).
Is there a generalized form of the sphere packing algorithm which would give me the global minima, without the need to minimize these complex cost functions and fall into the many local minima, or get stuck in zero gradient areas?
Can the second tier Stealth flavour ability Get Away (p. 51) be used to hide, such as to allow a character to do a surprise attack each round? The text of the ability is:
Get Away (2 Speed points): After your action on your turn, you move up to a short distance or get behind or beneath cover within immediate range. Enabler.
I’m trying to be better about structuring my code, and I think I’m doing it right. The issue I’ve got right now is I need to get joystick inputs, scale those values appropriately, and then use that scaled data on any number of MonoBehaviour scripts.
I’m trying to split the input conditioning from the end user, and I’d like to do that by using a ScriptableObject to hold the conditioned data.
I was thinking that a MonoBehaviour script would run, get the joystick data, scale it, and then push that data to variables in the ScaledJoystickData ScriptableObject. Later, a second MonoBehaviour script would access the variables in the ScaledJoystickData and use those to move the things in the game.
I’m understanding the benefits of structuring the code this way, especially in that I can access the ScriptableObject from the editor and manipulate those values; I don’t actually need to have a joystick connected, and I’m free to test either end of the input handling independently.
The problem is that, if I am looking at the ScriptableObject instance in the editor, it stops updating as soon as I click away from it (to the consuming GameObject). If I click back to the ScriptableObejct instance, none of the values update. Nothing on the GameObject’s script updates unless I start the game with that GO selected in-editor, and again THAT fails to update if I click off and click back.
The GameObject script is currently using the values from the ScriptableObject instance and piping them to public variables, and the public variables aren’t updating.
Is there some bug with ScriptableObjects, or am I doing this wrong?
For clarity, I mean cheap in the sense of the action economy. The ideal scenario would be to damage myself with a free object interaction or a small amount of movement.
Here is the relevant text of the Feat:
Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.
If you are hidden–both unseen and unheard–when you make an attack, you give away your location when the attack hits or misses.
Does this mean enemies attacking the hidden creature no longer have disadvantage as described in the proceeding paragraph?
When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target’s location correctly.
If the attacker then breaks line of sight and becomes unattackable, then next turn becomes partially visible do they once again for enemies to be at disadvantage or is the bonus still negated?
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It reads in the PHB (p.195)
You can make an opportunity attack when a hostile creature that you can see moves out of your reach.
For a creature who has no melee attacks with only a 5 ft. reach, such as a stone Giant whose Greatclub attack has a reach of 15 ft., would it get an attack of opportunity on me if I move 5 ft. away from a position adjacent to it?