Please review my drunken master concept

One of my players wants to play a drunk monk, with inspiration from the famous Jackie Chan movie.

I’ve been reading about a few homebrew classes but they don’t really feel close enough to the movie, which involves drunken gods, each with their particular style.

The main focus of this class is to work around two aspects:

  • Drinking more matters: you get advantages for drinking more, but also drawbacks
  • Techniques are inspired by the Jackie Chan movie

Here’s what I was thinking, would love any feedback, especially in terms of balance, and wording.

Before diving into the class I first have to establish some homebrew rules for alcohol (those apply to all non-drunken master characters).

Homebrew Alcohol Rules (applies to all players)

Alcohol is measured in units of alcohol. The more units, the more a character is drunk. The current units of alcohol for a character will hereafter be referred to as CUA. Every 1 hour after the last consumption of alcohol, CUA is reduced by 1.

Drinking alcohol:

Depending on the strength of an alcohol, it takes more or less quantity to gain a unit. The following table establishes those quantities, as well as the number of doses you can fit in a standard waterskin, and the time it takes to drink that quantity while in combat.

+-----------------------+--------------+--------------+-------------------+ |       Strength        | Qty per unit | In Waterskin |   Time to drink   | +-----------------------+--------------+--------------+-------------------+ | Light (table beer)    | 50 cl        |            4 | 2 rounds          | | Medium (strong ale)   | 25 cl        |            8 | 1 round           | | Strong (Wine)         | 15 cl        |           13 | 1 round           | | Very Strong (Spirits) | 3 cl         |           65 | 1 standard action | | Pure                  | 1 cl         |          200 | 1 standard action | +-----------------------+--------------+--------------+-------------------+ 

Effects of alcohol:

Effects of alcohol can be handled with the standard exhaustion rules. Every time a character increases his CUA, he must make a successful CON saving throw (DC= 10 + CUA) or gain a level of drunkenness:

+-------+------------+-----------------------------------------------------------------------------+ | Level |   Status   |                                 Description                                 | +-------+------------+-----------------------------------------------------------------------------+ |     0 | Sober      | A character's normal state                                                  | |     1 | Tipsy      | Disadvantage on atk rolls and ability checks                                | |     2 | Drunk      | Disadvantage on all saving throws                                           | |       |            | Attackers have advantage.                                                   | |       |            | WIS and INT have a -CUA penalty.                                            | |       |            | If any ability score drops to 0 or less, the character becomes unconscious. | |     3 | Hysterical | STR, DEX, CHA also gain a penalty.                                          | |       |            | The player can't control his character's actions                            | |     4 | Coma       | CON also gains a penalty.                                                   | |       |            | The character becomes unconscious regardless of ability scores.             | |       |            | If CON drops to 0 or less, the character is dead.                           | +-------+------------+-----------------------------------------------------------------------------+ 

Recovering from alcohol:

If the standard exhaustion rules were used, alcohol is just another form of exhaustion, and recovers likewise.

However when using the homebrew rules, whenever a character’s CUA decays, the character makes a CON check (DC= 10 + CUA). In case of success the character loses a level of drunkenness but gains a level of exhaustion. In case of failure nothing happens.

If the character had ability score penalties, they remain until all units of alcohol have decayed, regardless of drunkenness level.

When a character drops to 0 units of alcohol, the character gains a level of exhaustion for each remaining level of drunkenness, and the character is now sober.

Way of the Drunken Gods

Alcoholic Fuel:

Starting at 3rd level, your monk abilities are fuelled by alcohol. To benefit from your monk powers, you have to have at least 1 CUA. Adepts of the Drunken Gods don’t gain exhaustion levels as they sober up.

While Drunken monks gain great benefits from being drunk, there is also a disadvantage: for every 2 units of alcohol their WIS score is reduced by 1 (rounded down).

Ki Shot:

Starting at 3rd level, your monk can use a bonus action and spend 1 ki to gain 1 unit of alcohol. This ability can be used even if you have 0 CUA.

Prone fighting:

Being prone is a natural combat stance for you. Starting at 3rd level, you don’t suffer any consequence for being prone during combat. Attackers more than 5ft away still have a disadvantage on their attack rolls. You can go prone or stand up as a free action.

Drunken Mastery:

Starting at 3rd level, the monk is able to harness his drunkenness to his advantage. When gaining a unit of alcohol you can choose to ignore the saving throw to automatically gain a level of drunkenness.

As your mastery grows, so does your ability to ignore drunkenness penalties and change their effect.

Level 3: Drunken Novice

Tipsy: You can use a bonus action to taunt a single foe (WIS save vs Performance) for 1 round.

Level 6: Drunken Initiate

Drunk: You have an advantage on all your performance throws. Taunted enemies have a disadvantage on their attack rolls against you. You can taunt up to 2 foes

Level 11: Drunken Master

Hysterical: You have an advantage on all your attack rolls. You can taunt up to 3 foes

Level 17: Drunken God

Coma: You can use Drunken Gods Techniques at will, but each use costs a unit of alcohol. You can taunt up to 4 foes.

Disciple of the 6 Drunken Gods

You master the techniques of the drunken gods.

Once per short rest you can use a bonus action and spend 1ki to perform one of the drunken gods techniques.

You gain an additional use at levels 6, 11 and 17.

Drunken Strength:

Make an attack with a +CUA bonus to your attack roll and damage

Drunken Cripple:

Make a swipe attack against all characters within a 5ft radius. Any character hit must make a STR save (DC = 8 + mastery + WIS + CUA) or be knocked prone.

Drunken Pot Defense:

Gain +CUA bonus to AC (lasts 1 round, you may spend up to 2 extra ki to last as many extra rounds)

Drunken Toss:

Make a Strength(Athletics)+CUA check contested by your opponent’s Strength(Athletics) or Dexterity(acrobatics) to toss your opponent 5 feet away and knock him prone. The opponent takes 1d4 + CUA bludgeoning damage.

Drunken Throat Lock:

Perform an ki strike to your opponent’s throat. He must succeed a CON save (DC = 8 + mastery + WIS + CUA) or be silenced for 1 turn.

Drunken Flurry:

Perform a number of attacks equal to your CUA against a single target. All attacks rolls are done with a -CUA penalty, and cannot benefit from an advantage even if another effect would give one.

Is this class balanced in terms of the power of the abilities?

More concisely:

  • Is the “lose wisdom to gain power” mechanic is too big of a drawback?

    The overall problem for answers to this question to address is balance.

Lisp program construct concept dilemma

I am unsure how to construct title for this question.

But this is quite simple question that started puzzling me recently. I have read some Lisp books and web sites and this subject is somewhat obscured by other Lisp properties that seem to be having more meaning to the authors. So I cannot find this subject in books and I have no one to ask to help me out figure it out, because I do not know anyone who ‘speak’ Lisp. So this forum seem to be appropriate place to ask.

Here’s a question (explanation first):

Lisp program can be generally described as a list of s-expressions executed in sequence (in a file, including other source files loading). As far as I understand Lisp program generally looks like this:

(op data, data...) (op data, data...) (op data, data...) (op data, data...) (op) 

whereby above s-expressions may take number of different forms (function definitions, variable declarations, branching and flow control etc…)

So, how come Lisp program is not defined as:

(program    (op data, data...)    (op data, data...)    (op data, data...)    (op data, data...)    (op)    ... ) 

?

It would seem logical and natural that program is a list of s-expressions to execute (as it is already implicitly understood just looks like missing explicit list declaration).

Is there particular (design) reason why first form is used and not the second? ( Or reasons are completely historical? Or ?)

Thank you!

TCP Sack panic proof of concept?

For the vulnerability called TCP SACK panic([1], [2], [3], and many more): is there a proof of concept code out there that can be used to test vulnerability status and effectiveness of remedies?

[1] https://github.com/Netflix/security-bulletins/blob/master/advisories/third-party/2019-001.md

[2] https://access.redhat.com/security/vulnerabilities/tcpsack

[3] https://isc.sans.edu/diary/What+You+Need+To+Know+About+TCP+%22SACK+Panic%22/25046

In ASP.NET, is the concept of a Complex Type analogous to a View Model? [on hold]

Is a Complex Type to the Entity Framework, what a View Model is to a View? If I understand, the Complex Type is a type that represents columns and/or fields from real EF entities. A View Model is similar in that is has a class that has types from various sources. Neither of them can exist independently of the underlying real entities, models, and classes.

Granted the Complex Type is Model and one is View, are they analogous for understanding purposes?

concept for (almost) untraceable networking setup

I have been working on an my digital footprint lately trying to reduce as much as possible be it fully encrypting my device with veracrypt installing 3 AV’s or spending hours trying to find a trust worthy VPN but I’ve realized almost every method is flawed in one way or another but what if i combined them all I’ve found similar concepts but never an identical configuration to my own this it should also be noted this is all theoretical and I have not actually set it up as of yet so here goes. It would begin with a connection to a bullet proof VPS preferably hosted in Iceland paid for with either dash or ethereum from there it would connect to a randomly selected SOCKS5 proxy and then to a commercial VPN lastly going through TOR before connecting to the final website

Computer > VPS > SOCKS5 > VPN >TOR

any criticism or suggestions are greatly appreciated.

CORE?? language, or some computer science concept

i heard from some friend or family friend about how ‘core’ is helpful in computer science and is one of the fastest or recently developing areas of computer science. however she is no expert and hence she couldn’t really tell me anything else… does anyone have any idea what this ‘core’ maybe? i think it could be a language, but have no idea. please help.

Pathfinder warbow concept review – redux

This is a revisit of the warbow initially described in this question. Consideration was given to all answers, and combined/adapted for the below. Primarily, some of the spell storing abilities were removed, planar shift was limited, bonuses increased to keep the bow as a primary weapon consideration and not freely give all of the arcane archer abilities for free.

[Insert name here] was a distinguished ranger, well known for his willingness to protect those around him when the cause was just, regardless of the consequences to himself. Many of the tales that have grown around him have reached the status of unverifiable legend, but it is certain that his bow was a feared weapon among the unjust. It is rumored that he even ventured onto the Abyss and other planes to retrieve people stolen from their land.

Sometime after he retired, he returned to his woodland home to find his wife murdered, and son missing from their house. Taking up his bow once more, he ventured forth to rescue his son. It is unknown what actually happened, but his son was returned, and […] and his bow were never seen again. Most believe that he either perished, or made a trade with an infernal being to exchange himself for his son.

Many people claim to have either seen or wielded his bow after that, but none of these have been confirmed, and few even believe that the bow existed, counting it as another fantastical tale that surrounds his legacy.

DESCRIPTION

[Insert name here] Warbow is dark wood intricately carved with arcane runes, and glows with a faint amber glow in dim light. A white leather grip is secured to the bow with two filigreed silver bands, one each at the top and bottom of the grip. To successfully utilize […] Warbow to its fullest potential, a character must fulfill the following requirements:

Feats/Abilities Exotic Weapon Proficiency, Far Shot*, Planar favored terrain** (Edit for clarification: The planar terrain relates only to the planar shift aspect).

Skills Craft (bowyer) 4 ranks, Spellcraft 4 ranks

\begin{array}{c c l} \textbf{Character Level} & \textbf{Weapon Level} & \textbf{Weapon Effect} \ \hline 1^\text{st}-2^\text{nd} & 1^\text{st} & \textit{“+0” adaptive war bow} \ 3^\text{rd}-4^\text{th} & 2^\text{nd} & \textit{+1 adaptive war bow} \ 5^\text{th}-6^\text{th} & 3^\text{rd} & \text{Enhance arrows* } \ 7^\text{th}-8^\text{th} & 4^\text{th} & \text{Minor displacement (as }\textit{blur}\text{)*} \ 9^\text{th}-10^\text{th} & 5^\text{th} & \text{Enhance arrows +3} \ 11^\text{th}-12^\text{th} & 6^\text{th} & \text{Activation ring }\textit{spell storing} \ 13^\text{th}-14^\text{th} & 7^\text{th} & \textit{Plane shift}\text{,** 3/day} \ 15^\text{th}-16^\text{th} & 8^\text{th} & \text{Imbue arrow} \ 17^\text{th}-18^\text{th} & 9^\text{th} & \text{Enhance arrows +5} \ 19^\text{th}-20^\text{th} & 10^\text{th} & \text{Activation ring }\textit{spell storing, major} \ \end{array}

5th Level: The bow gains the enhance arrows feature. This scales as does the arcane archer feature.

7th Level: As a free action, the wielder of the bow can activate it, letting them act as though affected by a blur spell for a number of rounds equal to wielders level/2. This ability can be used a number of times per day equal to the wielder’s character level.

9th Level: Enhance arrows now functions at a +3 bonus level

13th Level: The leather wrap darkens and close inspection reveals swirls. The wielder of the bow gains the ability to use Plane Shift as a spell-like ability once a day with a caster level equal to the wielder’s character level. This can only be used to plane shift to a plane the wielder has selected as a favored terrain, if they have not selected a plane as a favored terrain, they cannot use this spell-like ability.

17th Level: Enhance arrows now functions at a +5 level

Is using the same theme over and over again a sign of being too attached to a concept?

I have been playing in several roleplay groups taking place in different systems. I have noticed that while the personality of my character can vary to a degree, I always end up playing with a nature theme: loving trees, helping plants grow, using earth and plant magic, and so on.

Should I take these as signals that I getting too attached to a particular concept that could eventually lead me to a situation similar to how Bob the fighter dies and his player makes Bob Jr. that has the exact same build and personality as his father?

Should I force myself to play a character with a different theme for the sake of diversifying myself?