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## Players are “double dipping” on skill checks

The system we are using is Call of Cthulhu, which focuses heavily on investigation. My players will “line up” to re-do skill checks/rolls when they want to achieve something a certain way. In practice that means that when they’re facing a challenge like opening a certain door, they will try to break it one by one so they all can do a strength roll once. While in that situation it’s not that big of a problem (after all, that’s probably the way they’d do it in real life too), there are situations in which it is worse:

CoC makes heavy use of a skill called “Spot Hidden”, which is used when searching an area, person, etc. A passing check will reward the players with information, finding evidence or at least the absolute knowledge that there is nothing of interest to find there.

This leads to my players’ investigators lining up to search each room one by one, and on our last adventure I made the mistake of granting each of them the roll. This quickly proved to be detrimental to the challenge and atmosphere.

I am not sure how to best approach this, although I already have an idea or two:

• Talking to my players about better differentiating between player knowledge and character knowledge. The character does not know a roll failed, he simply missed something – thus other characters shouldn’t automatically be inclined to check every spot twice.
• Penalizing repeat searches. This could be either done implicitly by having the character be busy for some time, or explicitly by making use of the CoC rules for forced rerolls – the second try must be justified with a special effort and will have immediate negative results if failing.
• Not allowing re-rolls (by other characters), unless it’s a forced reroll.
• Doing these kind of rolls as the Game Master behind the screen, not letting the players know if the roll succeeded. This can keep the excitement up, and will probably more efficient if the GM sometimes rolls the dice without a skill check actually being made, just to keep the players guessing. But it also feels wrong to make player character skill rolls as the GM.

Answers to this question should adhere to Good Subjective, Bad Subjective – it needs to be something you’ve tried or seen tried. Don’t just toss out “ideas” for me to try, I already have ideas. Explain how the thing you’re proposing worked out for you/whatever you’ve observed in play.

## Does a Duergar Spy’s Enlarge action double its damage dice from its Sneak Attack trait?

In the module The Forge of Fury (tiny spoiler) there is a Duergar Spy creature. Its statblock is on p. 234 of Tales from the Yawning Portal.

I am interested in the way two of its features interact with each other, Enlarge and Sneak Attack. If the Spy qualifies for a Sneak Attack while Enlarged, are the damage dice added from the sneak attack doubled?

The duergar spy’s Enlarge action says:

For 1 minute, the spy magically increases in size […] While enlarged, the spy is Large, doubles her damage dice on Strength-based weapon attacks, and makes Strength checks and saving throws with advantage.

Its Sneak Attack trait says:

Once per turn, the spy can deal an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.

The spy has a Shortsword attack. A Shortsword is normally a finesse weapon, meaning one can use either Str or Dex for to hit and damage. The stat block suggests the Spy uses Dex, but explicitly applies Enlarge to it (the spy has a Str mod of +0 and a Dex mod of +3).

Shortsword. Melee Weapon Attack: +5 to hit. Hit: 6 (1d6+3) piercing damage, or 10 (2d6+3) while enlarged.

## Evaluation of a double summation invovlving hypergeometric and exponential functions

I am trying to compute the following double summation over the indices, $$m$$ and $$n$$, which involves the hypergeometric function, $${}_2 F_1$$, an exponential function and, factorials as a part of a bigger calculation.

Here’s the code.

``Sum[((E^(-0.6931471805599453` m - 0.6931471805599453` n -    1.0000000000000002` \[Beta]^2) \[Beta]^(2 m)   c[n,n1,p]^2 r! Hypergeometric2F1[-n, -m - n + r,    1 - n + r, -1]^2)/(n! (m + n - r)! ((-n + r)!)^2)), {m, 0, \[Infinity]}, {n, 0, \[Infinity]}] ``

where `c[n_, n1_, p_] := n1!/(n! (n1 - n)!) p^n (1 - p)^(n1 - n)` is the binomial distribution.

Any guidance on how to go proceed with this summation (either numerically or analytically) would be really appreciated.

## In what order do you half and double when damage is both halved and doubled? [duplicate]

Suppose a creature is vulnerable to radiant damage, and is beginning its turn in the area of effect of Moonbeam. It will be taking radiant damage, and the damage roll is a 13. It succeeds on its saving throw, so the damage is halved, but it is vulnerable to radiant damage, so the damage is doubled.

Is the damage first halved, giving 6, and then doubled, giving 12? Or is it doubled first, then halved to give 13? Or do the effects cancel, for a total damage of 13?

## Is there a way to make a perfect body double?

Say someone was playing 5e and walking through a forest, and wanted to plan an ambush. Could that player, say they were a Dragonborn wizard, potentially make a "body double" of themselves, and then polymorph into someone, or something, else to wait in secrecy?

For Instance:

Dragonborn polymorphs into a deer, waits in forest appearing to eat grass as a deer would, goblin team walks down the road, notices the "dead body" in the middle of the road. Goblin party begins to loot dead body, Polymorph ends, FIREBALL!!! No more Goblin Party…

Depending on the answers to this question I will have another!

## Using double write buffer is 8x slower in SSD (compared with 2x~3x in HDD)

I understand the double-write-buffer enhances the reliability of data, so it makes transactions slower. But it is amazing that the slow down is such severe in the newest Samsung 980 pro (M.2 PCIe 4.0, which is about 400\$ for 1TB).

Configurations: other parameters are defaults.
CPU: AMD Ryzen 3900XT
MEM: 64GB, 3200MHz
OS: Ubuntu 20.10, all disks are `ext4`
MySQL: 8.0.22

Why does this happen? Did I hit a performance bug?

Thanks!

## TMPro Double Outline

Hi, This is what I am trying to achieve: TextMeshPro with double outline.

So far I have tried these combinations:

1. TextMeshPro + Outline[int the mid] + Underlay [external]. It is close, but not the one I am trying to make. The problem in here: The outer shadow `Underlay`‘s `Y` offset is limited and can’t go down below -1.

2. Then I tried to add built-in `Shadow` component but it did nothing.

Is there any way I can achieve this? I don’t want to use 2 TextMeshPros. I haven’t tried to achieve this in code because I am a super beginner in unity and open to any guidance on that.

Thanks

## Do you double the delayed damage for Melf’s Acid Arrow after a critical hit?

The spell Melf’s Acid Arrow does 4d4 on hit and 2d4 next turn (I’m ignoring what happens for a miss). If you roll a 20 for your spell attack roll, you double the 4d4 to 8d4.

What about the 2d4 next turn? Does that get doubled too or does that just stay at 2d4 because it occurs on the next turn?

I know that How does extra damage work for critical hits? covers additional kinds of damage during a critical hit, but this is the same substance that did critical damage, continuing its damage in a later round.

## Does Natural Explorer’s double proficiency apply to perception checks while keeping watch?

The Natural Explorer class feature is sort of vague about what skill checks count

When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

I emphasized related to, because it doesn’t say "while in," so I’m wondering whether keeping watch in your favored terrain counts as related to your favored terrain. This could represent something like being more familiar with what’s naturally around, and so you have an easier time spotting what shouldn’t be — i.e. the approaching enemy.

Does it apply?