Know Your Enemy (PHB, p. 73-74) is a Battle Master fighter feature that lets you determine whether a creature’s Armor Class is superior, equal to, or inferior to yours.
What happens if a character’s Armor Class changes during the 1 minute you observe them for this feature (such as by donning armor)? Does it take the creature’s Armor Class at the beginning or end of the minute?
Does it consider temporary effects that are added such as shield of faith, mage armor, or a shield being wielded, or just the creature’s base AC?
Here is the scenario I envision:
I hold a bag of holding in one hand and use the other to make a shove attempt against an enemy.
- If I succeed can I shove him into the bag of holding?
- He can just open the bag from the inside but what if I hold the bag shut/put it inside a box/tie the top off?
- Can I destroy the bag effectively teleporting the enemy into the astral dimension?
- Can he destroy the bag from inside?
some extra info:
- A bag of holding has a 2 foot diameter mouth (a quick google tells today’s well fed humans are about 15-16 inches in the shoulders)
- A bag of holding has the volume of a 4*4*4 foot room, its square so while most medium creatures wont fit standing they will still fit by volume, maybe require a push to prone first and/or a grapple?
I’m asking because artificers potentially have a free way to make bags of holding daily and I’m wondering if this can be used for wrestling shenanigans or candlejacking
I know these are subjective questions, I just want advice from more experienced player.
For example: My PC tried to trip up a zombie which ran past him while in stealth as an opportunity attack. He rolled a high d20 but 0 for damage (-1 STR) so I decided this would be fair. He trips the zombie up but it takes no damage.
More complex one: He tries to tie up a prone but otherwise perfectly healthy zombie. I thought a die roll isn’t even worth it, because his strength is 9 but the zombie is 16 so following logic he wouldn’t have the strength to grapple the zombie into place in order to tie him up. Should I make it a hard strength check (20) or just narrate it as “You try but the zombies greater strength pushes you back”.
I’ve never DM’d before so I had a quick practice session with one PCs and I’m glad I did, there is a lot to consider!
In an Adventurer’s Leage session, a couple of weeks ago, one of our battles was against a poisonous creature.
My nature score is pretty decent, and my roll was good, so I managed to extract and save some of the poison from the creature.
My question: How does one use such poisons? Is it even possible to use them, or did I just extract the poison to carry it around?
For example; a player has time to prepare before a fight with a creature that is resistant or immune to poison.
Are there ways to negate poison resistance or immunity? (Even temporarily by magic, an item, or other means)
Of course it’s possible to avoid their special resistances by utilizing a weapon with a different damage type, but I am wondering about ways a PC could negate them instead.
(Answer should be based on officially published content only)
Our party was forced to brawl against a group of orcs in order to gain their respect to speak with their chieftain (long story, we had very good reason for doing this). It then became a battle royale.
Our wizard was at low health and next to our paladin, and had the idea to cast fog cloud to capture himself and the paladin within it so he could leave combat. He cast the spell, and then came down to the debate of whether the paladin would get an opportunity attack even though she was blinded.
The wizard was in threat range, but does an effect that causes an area to become heavily obscured cause the Paladin to lose threat range and the wizard be able to successfully flee to another area of the ring?
Or does the paladin still have threat range and attack the wizard, even with fog cloud covering both of them?
I looked over the rules for 15 minutes after this situation, but nothing came up. It was ruled in-game that it was fine to make an opportunity attack with disadvantage, but that just doesn’t feel right. She might have heard the wizard stepping away, but the fog cloud was already in place. By the D&D rules, would the paladin have been able to make the opportunity attack or not?
As the title question, my DM rolls a single d20 save for groups affected by my area of effect spells that require a save, in order to save time. I can’t help but feel like I’m being ripped off by this as a wizard with primarily AoE save-or-suck spells. I don’t know if this is just a feeling or if the probabilities actually back this up. I know this can also work in my favor but it still feels off.
How are the probabilities affected when a (homogenous) group gets a single save vs. each individual in the group having their own save? I want to know specifically if this works more in my favor or more in the favor of my enemies, or if it is statistically speaking a 50/50 split. I am looking for evidence that this is a bad idea (whether it benefits me or harms me) and that the DM should roll separately for each affected target in the area of effect.
I realize this probably puts the odds in my favor when targeting weak saves in the group (i.e., WIS save on a group of ogres or orcs), but this will not always be the case and especially when there are mixed enemies in the AoE. So far we have only faced groups that contained single enemy types so I don’t know what happens when there are two different enemies with two different saves.
Ideally answers will address a sliding group size (2..N group members, 5 is probably a good stopping point) and a range of save DCs — DC 14-19 should address most levels of play.
I have a function called ai() that’s getting called every tick, for each object. I’m making a Super Mario clone to improve my java skills. I’m relatively new to programming and wonder how I can make a more advanced enemy AI, other than just following the player. I can’t even think of a decent way to have an object just wander around aimlessly.
I want my enemy to behave like a Bowser-type boss, who jumps around on different floating blocks and shoots at the player to try and get the biggest chance of hurting the player, without getting hurt itself.
If you need more information, let me know.
I’m a beginner to the game development and just started making one 6 months ago. I’m creating a 2D top-down scrolling shooter game using DirectX9 and C Language.(I know it’s an old one to use but have no choice since it’s a school project).
The result I want:
- The enemies will be scrolled down by endless rows from top until the screen ends
The problem I’m having:
Currently I’ve managed to spawn the enemies in just one single row. I don’t know how to cut and sort them into 8 enemies in each single row. I really need to know the idea to sort this out and hope someone help me figure this out!!
Thank you in advance.
Can the “Minor Illusion” cantrip or “Silent Image” spell be used to emulate the casting of other spells?
Thus hopefully tricking another spell caster into wasting a 3rd lvl or higher spell slot to cast “Counterspell” or “Dispel”?
If you have played any spellcaster capable of casting Counterspell you know every time someone announces what spell they are casting like a well placed “Fireball” you or your foe jumps right up screaming “Counterspell”. So far I have seen no one describe the visual appearance of the casting of a spell any spell other than a DM before/after announcing the spell´s name and level.
I’m specifically thinking of using the cantrip to emulate the casting of a different spell, not the effect. Just enough of a deception attempt to look like a spell is starting to complete casting, to make another spellcaster react.
A ball of fire to emulate Fireball or a similar imagery like a bright glow at the tip of the PCs pointing finger to emulate the casting of said spell or even “Delayed Fireblast Fireball”.
Covering yourself in illusory flames to emulate “Investiture of Flame”.
Making your hand glow brightly to emulate “Sunbeam”.
A levitating disk of light to emulate “Portal”
I expect that in most of these cases an opposed or contested ability check would be required from one or both spell casters.
At a 60ft distance (maximum range for Counterspell) you would not hear the verbal incantations nor see the somatic movements very clearly if at all. So, the best indication would be any visible change like a glowing hand or finger. “Minor Illusion” only has a Vocal and a Material (a bit of fleece). “Fireball” (for example) has a Vocal (that would not be easy to heard), the Material (tiny ball of sulfur or bat guano) would be in your closed hand/fist (unable to be seen), and the Somatic component could be made mockingly or completely improvised. So, by making your finger glow, you could fool another spellcaster into thinking you are casting “Fireball”.