The control water spell allows you to create a whirlpool which includes the following in its description:
[…] The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
I understand that an object takes damage on any turn that it enters the vortex, even if it does so multiple times in a single round. But when exactly is “each round”; when does the re-occurring damage for remaining in the vortex actually happen; when does an object inside of a whirlpool actually take the 2d8 bludgeoning damage?
Note, that if they instead had said “each turn” then these objects would be taking damage multiple times per round. I hesitate a guess that some of the unusual wording here comes from the fact that objects don’t even have turns of their own so they couldn’t have used the wording they usually do for creatures.
I’m a new DM running D&D 5e’s LMoP with a small group of new players.
So far everyone is having fun even though we’re all learning on the fly, which I think is great. But there have been situations where I as a DM have had to adjudicate the use of social interactions against NPCs, but I’m unsure if I should be letting the dice determine outcomes of conversations against NPCs or if letting roleplay dictate how much information I can give out about the NPC’s reactions and words.
Let’s say that on our table, a player can get as much information from an NPC if they give out compelling arguments against an NPC while trying to convince them about something with Persuasion or Deception, or using in-character Intimidation. Would there be concrete benefits of having proficiency in these skills if a player can roleplay them well even without the proficiency bonus?
I’m trying to determine what would be most fun for the players in my table, and some players might feel it’s a waste of skill usage to level Skills they could be roleplaying out and getting similar results than rolling dice if they do not offer any concrete advantages. For example, I have a player that’s great at roleplaying out their character and more interested in making his character skillset be like the one he wants to roleplay, and another one who is interested mostly in making his character efficient at his role with the roleplay being incidental after the fact he chooses a skill that benefits the game mechanics.
I would probably change my method of adjudication and the use of dice depending on what’s most fun for the players.
Maybe I’m overlooking something here and should be ruling things way differently though…
I own the PHB and MM only (slowly working on getting the core books if the group actually liked to play), so if there is any info about this on the DMG then I’m not privy to it yet.
In the article at nlab about the relation between type theory and category theory, it is said that “beta reduction” in type theory corresponds to “counit for hom-tensor adjunction” in category theory and also “substitution” corresponds to “composition of classifying morphisms / pullback of display maps” correspondingly.
Are these considered denotational or operational semantics?
After waking up early, Mr. Trump typically watches news shows recorded the previous night on his “Super TiVo,” several DVRs connected to a single remote. (The devices are set to record “Lou Dobbs Tonight” on Fox Business Network; “Hannity,” “Tucker Carlson Tonight” and “The Story With Martha MacCallum” on Fox News; and “Anderson Cooper 360” on CNN.) He takes in those shows, and the “Fox & Friends” morning program, then flings out comments on his iPhone. Then he watches as his tweets reverberate on cable channels and news sites. Source: https://www.nytimes.com/interactive/2019/11/02/us/politics/trump-twitter-presidency.html
The description of the phantasmal killer spell says (PHB p. 265, emphases mine):
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
My question is regarding the damage that the creature takes each round. The spell description doesn’t cover what happens if the creature becomes immune to being frightened, or what happens if someone removes the frightened condition from the target, etc.
Per RAW and per RAI, does phantasmal killer‘s psychic damage affect creatures immune to being frightened? And if the creature becomes immune during the spell duration? And what happens if someone removes only the frightened condition?
For some unknown reason, Facebook has decided that it wants to load my blog website as an AMP website, which only shows an excerpt and there’s no way for the user to see the entire article. The previous behaviour over the past five years has been that clicking the article thumbnail will just open the website normally. Just recently this changed to AMP version. I’ve made no changes to the website, so I don’t know why the sudden change is happening.
Regardless, now all of my past shares load as AMP instead of regular.
Is there a way to stop apps or websites from trying to load my content as AMP? My website’s not setup for AMP, nor do I want it to be.
Why are downloads via HTTP more susceptible to being intercepted by hackers than downloads via BitTorrent? If I had to guess, it would be because of the differences in security implementations between servers around the world that hold the files. Am I completely off? Thank you to all the patient people in advance.
So I was running a game a few weeks ago, in short, during combat the thief and the warlock were both knocked unconscious. Each were brought back by the cleric with healing word and cure wounds. New round, both get knocked out again. Repeat this for 3 rounds until the barbarian manages to end combat. The party, loots the camp and wants to keep travelling.
At this point, I was thinking to myself, “I feel like taking that kind of beating should mean something.” But at the time, I did not remember if there was a rule for that.
My question is, are there any rules that would give some sort of penalty to the PCs in this situation?
I’m setting up a trap for my players.
They will be entering a tunnel with a rather steep section – steep enough to require climb checks to avoid falling but not so steep it can’t be counted as “ground”.
Perhaps like 60º-70º?
My BBEG (Druid/Wizard) will have trapped this slope using two Glyphs of Warding. He stores Grease on one, and buries it using Mold Earth more than 1 foot deep in the stone. He then stores Spike Growth on the other (burying it as well).
When the PCs come within 5ft of the Spike Growth, it will trigger. The Grease will trigger one round after the Spike Growth, hopefully knocking the PCs prone.
I know that Flying creatures being knocked prone fall. I imagine that someone being knocked prone on a 60º incline would also fall, but might have a chance to catch themselves.
My question is how do I rule being knocked prone while on a steep floor?
My options I’m considering are:
- The PCs fall until something physically stops them (like falling if flying)
- The PCs get a chance to grab onto a surface each 5′ of movement they fall.
- The PCs get a chance to grab onto a surface once/round they fall. Each
X they succeed the check by translates to
(X + 1) * 5 feet less they fall.
Of course, each 5′ they move over the steep floor covered by Spike Growth, they’ll take 2d4 piercing damage. #evil_dm_laugh
As an aside, my PCs have already encountered several Glyphs of Warding, so this won’t come as a huge surprise for them.
If we are using numbers and letters, there are 36^10 unique combinations. Collision is already unlikely, but I need it to be impossible, so using hashing is out of the picture(?).
The use-case is users redeeming each one, if they have been “activated” as redeemable. Think like Webkinz codes.
An inefficient solution would be to generate all of them at once, have a property on each saying whether it has been activated or not, and keep a pool of those that have been redeemed and those that haven’t.
Keeping a database of 36^10 codes just because I can’t come up with a clever algorithm is pissing me off, so I’m here for your help.