Let’s say an Inquisitive is in a fog cloud. By my understanding, advantage and disadvantage cancels out if you are fighting someone else in that cloud. But if you were able to make a bonus perception check (and succeed) before attacking, could that negate your disadvantage?
As far as I can tell, there are no direct rule applications but I just wondered if someone had any thoughts on it. I guess in my head, using your action to search for someone when you can’t see due to environmental conditions them isn’t that useful for attacking purposes. But if you were to use a bonus action (in effect searching and attacking near simultaneously) would that change anything?
Same question for attacking from outside said hazard. I search, find, and shoot arrow – negate disadvantage?
I’m trying to balance a combat encounter for my players (in this example 5th lvl, 10 characters). I want to use the Sword Wraith Commander (SWC) (MTF, p. 241). The SWC has a CR of 8 but with its call to honor ability, it can summon 1d4+1 sword wraith worriors (SWW) which have a CR of 3 each. One CR 8 monster is rated as a trivial combat encounter but adding five CR 3 monsters makes it deadly.
This raises the question: Is the ability to summon up to five CR 3 monsters included in the CR 8 rating (meaning the total combat with the SWC and up to 5 SWW has a CR of 8) or do we count the CR’s independently?
I want to achieve a system where I can use render textures as portraits/icons. So when I select something I want to show it in my UI, currently I do:
- Spawn my prefab with the model (I have one of these prefabs for each model), in my case this prefab has a camera (for render texture), a model, and a spotlight.
- Show this render texture in my UI
This is fairly straight forward when I only need one render texture at a time. But say I select a house and want to see all residents, now I need 6-10 render textures all showing different models.
Should I create/destroy render texture assets at runtime for this type of feature, since each camera would need its own render texture? Im worried its an expensive feature that costs more than its worth perhaps.
Or do I need to create one render texture asset for each model in my game, and simply point to it in the prefab mentioned above?
Is there a smarter way?
During burst mode in a DMA access, the DMAC has control over the bus for the whole transfer session which includes DATA PREPARATION time as well as DATA transfer time, after the transfer is over, the DMA relinquish the system bus. So in the mean time, the cpu can neither fetch any instruction from the MAIN MEMORY, nor it can fetch any operand, it can atmost complete the instruction it was executing before if that don’t include the use of system bus. In the book I have seen as cpu busy percent is given by
Data preparation time/(data prep time + data transfer time) How can the cpu be busy during the data preparation time when the bus is not with it. This can be the concept behind CYCLE STEAL mode, since it gains the bus only during data transfer, but how during burst mode??
The exercise (from the book Introduction To Algorithms) states
Make a 3-by-3 chart with row and column labels WHITE, GRAY,and BLACK. In each cell (i, j) indicate whether, at any point during a depth-first search of a di- rected graph, there can be an edge from a vertex of color i to a vertex of color j . For each possible edge, indicate what edge types it can be. Make a second such chart for depth-first search of an undirected graph.
The colors WHITE, GRAY, BLACK correspond to Undiscovered, discovered but not finished, and finished. The following solution is what multiple sites & universities have posted(such as: walkccc, Rutgers University):
| | WHITE | GRAY | BLACK | |-------|---------------|---------------------|----------------------| | WHITE | All kinds | Cross, Back | Cross | | GRAY | Tree, Forward | Tree, Forward, Back | Tree, Forward, Cross | | BLACK | - | Back | All kinds |
I will draw a minimal counter example as it helps understand my conflict:
- Start at node 0: 0 is GRAY
- At this point, 3 is still white and has an edge to 0
- Resume and keep going, eventually the edge from 3 to 0 will be discovered as a tree edge
This contradicts the solutions saying you can only have Cross/Back edges going form WHITE->GRAY. This example can be easily modified to contradict many of the elements in the table. I think the solutions are doing one of the following:
- Assuming that the graph is a tree and that we start at its root. (Wrong as DFS doesn’t need a tree graph and any node can be started from).
- More likely (Just thought of this), interpreting the question of "can there be an edge" as "can there be an edge that we have discovered". In which case, the solutions work, as although the edge from 3->0 was a WHITE->GRAY edge at one point, we hadn’t discovered it yet.
I’m a newbie D&D5e Wizard player and was intrigued by the Ritual tag and it’s major benefits for Wizards.
I’d like to ask if a Ritual Spell in my Spellbook can be cast multiple times a day, without the need for a rest, assuming I have plentiful components to cast said spell? … Thanks, Walts
Don’t dislike someone until she at least gives you domework… Like so so sloppy, extra slavia is a must… !
I had to call customer service recently regarding my 401(k) and robo call in the beginning asked me to enter my social security number using the keypad followed by a # and then asked for my account password using the keypad followed by # where special characters are *.
If the passwords are stored as hashes in their database, how is it possible that they can compare your input and verify it matches the password stored?
Punched in through a keypad, Hunter21 becomes 48683721 which would be indistinguishable from gtmtd7b1. It does not seem reasonable to compare all possible combinations of 48683721 to the hash because when including special characters and capitalization, it becomes more complex.
My only thought would be that they are storing my password as plaintext and comparing my keypad entered value to it and that would be concerning. I suppose when I first create the password they could convert it to the keypad equivalent number and hash/store that.
Is this common practice?
The Guardian of Faith spell states something like…
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Is this assumed that as soon as a creature stops in one of the squares around the guardian, it instantly takes the damage (less the saving throw)? E.g. in some combat situations…
- Creature ends its movement within range, will take damage.
- Creature moves through the Guardian’s range but does not stop, no damage
Am I understanding this spell properly? Seems like it would only really be useful to place in difficult terrain, or at some sort of objective point where the party actually has to stop for a moment (e.g. to unlock a door, climb, etc).
So I just got acquainted with the existence of Rings of spell storing.
I was wondering: If I had Beacon of Hope and Sanctuary stored in it, could I use the ring to cast both spells on the same turn? Or would it count as 2 actions instead of 1 action and 1 bonus action?