Applications of Will in Condensed vs. in Core

Some months ago, I noticed a difference between the Core and Condensed editions in the way the Will skill is described. I would like to know whether this is an intentional change between editions (or ‘editions’ – whatever you call the subtle variations in the crunch between the books), or whether all the functions attributed to Will in Core are to still be attributed to it in Condensed; and, if it’s the former, which Skill(s) should take over those functions.

To be more specific, Core’s description of Will includes the following:

You can use Will to pit yourself against obstacles that require mental effort. Puzzles and riddles can fall under this category, as well as any mentally absorbing task, like deciphering a code. Use Will when it’s only a matter of time before you overcome the mental challenge, and Lore if it takes something more than brute mental force to get past it. Many of the obstacles that you go up against with Will might be made part of challenges, to reflect the effort involved.

Contests of Will might reflect particularly challenging games, like chess, or competing in a hard set of exams. In settings where magic or psychic abilities are common, contests of Will are popular occurrences.

In contrast, Condensed’s description of Will doesn’t even hint at anything like that, instead portraying Will is a pretty much exclusively reactive, not proactive, Skill (in fact the only one in the list that is like that):

Will: Mental fortitude, the ability to overcome temptation and to withstand trauma. Will stunts let you ignore mental consequences, withstand the mental agony of strange powers, and hold steady against enemies who provoke you. In addition, a high Will rating gives you more mental stress or consequence slots (page 12).

How can I add Block Style support to the core HTML block in Gutenberg?

The HTML block in Gutenberg can be given styles like so:

// JS file, enqueued using the action "enqueue_block_editor_assets" wp.blocks.registerBlockStyle( 'core/html', {     name: 'full-width-video',     label: 'Full Width Video' } ); 

resulting custom html block with styles

To compare, I also applied that style to the core/preformatted. I selected it for both blocks on a post.

However, the class does not get added to the Custom HTML block:

<div class="wp-block-html">(html that I entered)</div>  <pre class="wp-block-preformatted is-style-full-width-video">(html that i entered)</pre> 

I believe it is one of the “supports” options that prevents the styles from being applied but I am not sure how to edit that for a core block.

Anyone know how I can add support for styles on the core HTML block?

Thanks!

RPG with core mechanic based on grouping dice under a specific sum

A few years back, I read an RPG which used the core dice mechanic of rolling a number of d10s, then arranging the dice into sets, such that the dice in each set added up to no more than a specified limit. Both the number of sets and the number of dice in each set were involved in determining the final result, but I’m pretty sure the actual numbers on the dice and their sum were not relevant aside from limiting which dice could be grouped together.

Many/most of the examples of using the dice mechanic were framed in a context of combat, emphasizing that several groups of only two dice each would represent a flurry of multiple quick, weak strikes, while a single group of, say, six dice is a single, powerful blow.

I know that “roll a bunch of d10s and group them” might sound like ORE, but this system was definitely not ORE. In ORE, the grouping is dictated by which dice roll the same number as each other, while in the system I’m trying to remember, the player chooses how they wish to group the dice and, in the case of opposed rolls, the rolling and grouping are done in secret, creating a strategic element of trying to guess how the other person will choose to group their dice (lots of small groups, one big group, or a mix of small and large) so that you can group yours in the most effective way to counter them.

When to use deceive vs rapport in Fate Core

I’m running a game in fate core, using the default skill list. My players want to know which situations and types of actions will call for a deceive check as opposed to a rapport check. How can I understand this different better myself, and convey it to my players?

An example in their words, not specific to our campaign:

If the Countess of Lyndham has cooked us all dinner and it’s awful, is saying it tastes good a deceive or a rapport check?

I’ve erred on the side of: if you’re trying to mislead someone or make them believe something or see something in a certain way, it’s deceive. If you’re trying to establish a relationship with someone or persuade them to accept an argument you’re making, it’s rapport.

My players rightly point out that making a compelling argument and making a misleading argument is a fine line to tread. And I’ve had trouble so far in this campaign with a player who keeps trying to manipulate people by telling a curated version of the truth and gets upset when I call for a deceive check instead of a rapport check (which he has at +4).

How to prove re-hard or co-re hard by reduction?

My question asks to show that $ FINITE_{TM}$ is r.e. hard and co.re hard by reduction. My first idea is that we can show $ HALT_{TM}$ that’s reducible to it. So, my assumption is to prove $ FINITE_{TM}$ is r.e. hard, we can reduce $ HALT_{TM}$ to $ FINITE_{TM}$ . And to show $ FINITE_{TM}$ is co-r.e. hard, we can reduce $ \overline{HALT}_{TM}$ to $ FINITE_{TM}$ . Does my assumption sound accurate? Any suggestions?

Does Asp.Net Core exposes too much information for required enums that were not supplied?

I have a simple code for an input model:

public class MyClass {     [Required]     public MyEnum? Type { get; set; } } 

Now if I do not send Type as a part of json to the request, I get this error from Web.Api:

“The JSON value could not be converted to System.Nullable`1[MyNamespace.MyClass]. Path: $ .type | LineNumber: 2 | BytePositionInLine: 16.”

This really looks like information exposure to me, though I cannot see any real danger in exactly this information, but still, more that nothing.

Is it of any real concern or is it just fine?

Override the core function locate_template

I would like to override the WordPress core function locate_template().
I want the function to also search an additinal plugin directory for a template file.
I don’t see any filters inside the function, and also no check if the functions exists.
Maybe someone has a better solution for this.

What I’m trying to create is a grandchild theme as a plugin, and I have it worked for regular theme files but not for overriding get_template_part() and locate_template() functions.

For future clearance my website wil look inside the child theme folder for the file if it is not there it will look at the plugin folder and if it is not there it will look inside the parent theme and then the original WordPress file.
So I build in an extra layer.

Are the orcs of the D&D core canon not above eating sentient humanoids?

Are the orcs of the D&D core canon cannibals, i.e. not above eating sentient humanoids?

As far as I can remember, Tolkien’s orcs seem to have no qualms about doing so (thanks for the link, Flamma), though I’m not sure they would’ve eaten their own kind as well.

What’s the official stance (if there’s any) on the feeding habits of DnD’s orcs?

I’d be most interested in v3.5’s “core setting” or that of the upcoming Next’s (and least interested in v4’s anything :)), though a comprehensive but abridged history could be a nice plus.

Are the rules in Xanathar’s Guide to Everything clarifications/in addition to the Core rules or are they Optional/Variants?

The release of Xanathar’s Guide to Everything includes additional rules for things under Chapter 2 Dungeon Master’s Tools.

Are those rules official updates/clarifications to the Core Rules or are they considered Optional/Variants that you a DM can utilize?