Mysql, Getting all rows in which field ends in a specific character, and another field exists that is the same but doesn’t end in that character

I need to get all rows which end in a specific character, P for example, but in which a similar key sans the P exists. I have no idea how to approach this one in MySQL.

This is very small example, my actual data is huge with other columns also.

+------------+ |    key     | +------------+ | value_100  | | value_100P | | value_101  | | value_101  | | value_102  | | value_102P | | value_103P | | value_104P | +------------+ 

The query would output,

+------------+ |    key     | +------------+ | value_100P | | value_102P | +------------+ 

Why is a paralyzed character incapacitated?

The paralyzed condition notes

A paralyzed creature is incapacitated (see the condition) and can’t move or speak.

Under incapacitated it says

An incapacitated creature can’t take actions or reactions.

I mistakenly thought that my character could issue mental commands (to control a spiritual weapon perhaps) while under the influence of a hold person spell. However, as has been noted on the site already, paralyzed creatures are incapacitated, and therefore can’t take actions, and therefore can’t take bonus actions.

My question is, what’s the justification for this rule? Why does it exist? What (in game) stops a paralyzed creature from taking an action, like casting a subtle spell, that requires no movement or speech? Or is the rule designed this way for balance or simplicity or something?

When creating a character above 1st level, can you give them the effects of spellcasting services?

Page 199 of the DMG explains how new characters can start with magic items, even those they choose to make themselves (with the assumption these items were created some time before the character became a PC)

But let’s say a non-spellcaster wants to give themselves an extra point to an ability score. If they have 27,500 gp, they could start with a Manual of Quickness of Action and either use it immediately or possibly say they’ve used it already and begin with an inherent +1 bonus to Dexterity.

That book costs 27,500 gp. Using the formula on page 129 of the PHB, however, it would only cost 26,530 gp to have a 17th-level wizard cast wish on them as a service. For an 8th-level character (or a higher-level character with lots of other gear), that’s the difference between getting the bonus, and not.

Can the character simply decide to begin with this effect present (or a different spell with a permanent duration, like enlarge person+permanency, since 9th-level wizards are easy to find in large cities) and 26,530 gp less, or since the DMG only describes starting with magic items, must they spend 27,500 gp for the magic item?

Is an echo knight’s manifest echo a snapchot of your character when creating it or does it change with your character?

Lets say you pick up a fallen enemie’s weapon, does you echo knight instantly get that weapon as well or do you need to make a new echo first.

And what about changed to your body, like a multiclass in druid with wild shape or a changeling that changes how they look.

Basicly : Is the echo always a reflection of your current body or can it be different.

Im interested in both the visual and mechanical implication of this.

How to deal with a Chaotic Evil player character as a player [closed]

I am taking part in a campaign supposed to be a normal hero adventure. One of our players, who is a first timer to DnD and never really claimed an alignment at the start of the campaign, has pretty much become a Chaotic evil character: stealing from absolutely anyone, attacking people unprovoked, refusing to help at all even when the story revolves around us helping others out.

When we started our campaign this character didn’t have any alignment listed at all. The chaotic evil actions surprised every single one of us including the DM, whom did say that we were supposed to be the heroes of this campaign. He’s even been trying to show her that her constant theft isn’t profitable giving her a few measly copper but her behavior hasn’t changed at all. A lot of us have been trying to talk her out of her actions but she continues to persist.

Since I am not the DM I’m not really able to take matters into my own hands but I am worried that this character will have a devastating effect on the campaign, especially when I see the other players’ frustrated reactions to her actions such as stealing in plain sight from NPCs we’re currently talking to.

We’ve even had our giant fighter try and grapple her just so she wouldn’t murder the guy we were currently talking to for no reason. Besides telling the DM about my frustrations is there anything I could do in game, in character to try and deal with this potentially destructive player and show her that her chaotic evil personality is becoming frustrating to the rest of the group?

How can I balance this purposefully weak player character?

I’m DMing a 6 person campaign in 5E and one of my players made a Warlock that is dreadfully sick, but is bolstered by the Undying Warlock patron. How can I balance giving him mostly temporary hitpoints as a more flavorful replacement for normal hitpoints? For instance he might only have 4 HP but have 12 temporary hitpoints that cannot be regenerated via healing or hit dice, but may be replenished after a long rest.

Is there a good, balanced way to implement this? Alternatively, is there a balanced homebrew Warlock patron or other mechanic that does something similar?

John the Ripper / Hashcat rule, reject candidate if char at position X is the same as character at position Y

I’m using John to generate some word lists and I’m trying to figure out the most optimized way to do the next step. What I want to do is add ever possible 3 digit number to a set where the first digit of the number is not the same as the first digit in the set

Set example 123ABC

to add

+ 213 = 123ABC213 OK

+ 131 = 123ABC131 REJECT

I see rules that reject unless a string includes, but not a comparison function like this.

I could make the whole list and prune it after with a python script, but it would be way bigger than needed.

Thank you!

Scope of Character Aspects and Hostile Invocations

Core of the Problem

Reading Condensed, I’m unsure of what scope of Aspects is supposed to be covered by the term ‘Character Aspect’ (officially described on page 23, but not without ambiguity; see below), and consequently, what is the scope of applicability of the Hostile Invocations rule (page 24).

Things that I assume would also be helpful for clearing the confusion: Did the scope of either or both change between editions, or am I just perhaps misreading the Condensed edition, or did I perhaps even misread the Core edition in the first place? Or is perhaps Core considered an extension of Condensed for the purposes of establishing what is RAW in the ‘baseline’ ruleset?

Details of Confusion

In Core, the Hostile Invocations did not have a label, but their behaviour was described rather precisely in multiple places:

Have Your Aspects Invoked Against You: If someone pays a fate point to invoke an aspect attached to your character, you gain their fate point at the end of the scene. This includes advantages created on your character, as well as consequences.

Invoking an aspect attached to another character gives them a fate point at the end of the scene.

If the aspect you invoke is on someone else’s character sheet, including situation aspects attached to them, you give them the fate point you spent.

Condensed is both more specific in its description of Hostile Invocation, yet more ambiguous about defining the scope of Character Aspects. Page 23 says this about Character Aspects:

These aspects are on your character sheet, such as your high concept and trouble. […]

But page 63 clearly states:

Consequence: Character aspect; represents lasting harm

So in one place Condensed states that Character Aspects are the ‘permanent’ ones, but in another it confirms that one of the fleeting ‘attachable’ types of Aspects is a subset of Character Aspect too.

I have trouble finding an explicit confirmation one way or another about whether there is supposed to be an overlap between Situational (such as Grappled or On Fire) Aspects and Character Aspects in Condensed. The text seems to imply that overlaps are possible, since Character and Consequences have their own entries in the same listing (page 23) despite having an overlap. But then the listing also includes Boosts under Aspect Types, despite the SRD telling us those are not Aspects, so I’m not sure how much I should rely on it for such analysis at all.

These may at first seem like negligible minor differences, but they cascade into a significant differences in the way the FP Economy works in those cases. I understand that some tables may make changes of their own based on personal preferences, but for now I’m hoping to figure out what is RAW, and am not looking for houserules or personal experiences of rulings.