Do rogues get extra damage from Trickery if the boon is canceled out?

In Shadow of the Demon Lord, the rogue’s Trickery feature reads:

Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage)

Similarly, the Backstab talent reads:

One per round, when you attack with a basic or swift weapon and you make the attack roll with at least 1 boon, the attack deals 1d6 extra damage

How does this apply to boons and banes cancelling each other out? For the purposes of these abilities, are you making attack rolls with x boons and y banes, or (x-y) boons?

In Würm, when should a bonus be an extra die, and when is it a static value?

In Würm, actions are resolved by rolling 2d6 and beating a threshold for the challenge. Context, special abilities, and items can provide bonuses or penalties to this roll.

I’m going to be GMing my first game of Würm soon. I’m trying to build some intuition for what kinds of situations warrant a flat bonus, and what kinds justify a bonus die.

Here’s one such example. Both of these tasks involve one player providing benefits to another character. Why is one stochastic and the other fixed? How can I decide which type of bonus to provide?

  • A character may carry out a ceremony. Participants in the ceremony gain +1d6 to a certain kind of test. For example, a hunting ceremony could add a bonus to tracking a bison
  • A character may play music to provide a +2 or -2 to certain checks. For example, a drum player can inspire fear to provide -2 to steady nerves checks.

Why is there an extra folder in my file path?

I am getting 404 errors for my javascript. I have ran static content deploy and all of the other commands that are recommended to clear this error but it doesn’t matter. An example of my issue is this file-

/static/version1562689420/frontend/theme/themechildchild/en_US/Magento_Search/form-mini.min.js

shows as a 404 on the frontend.

When I look in my actual files that file does not exist but this one does-

/static/version1562689420/frontend/theme/themechildchild/en_US/Magento_Search/js/form-mini.min.js

What would cause that extra /js/ in the file path?

The only require js file I have is this one-

var config = { paths: {     slick: 'js/slick.min',     slaask: 'js/customscript' }, shim: {     slick: {         deps: ['jquery']     },     menu: {         deps: ['jquery']     } } }; 

AUTOPILOT – EXTRA INCOME NO EFFORT AT ALL!!

AUTOPILOT – EXTRA INCOME NO EFFORT AT ALL!!

Pi is a new digital currency being developed by a group of Stanford PhDs.

Pi is the first digital currency for everyday people, representing a major step forward in the adoption of cryptocurrency worldwide.

Our Mission: Build a cryptocurrency and smart contracts platform secured and operated by everyday people.

Our Vision: Build the world’s most inclusive peer-to-peer marketplace, fueled by Pi, the world’s most widely used cryptocurrency…

AUTOPILOT – EXTRA INCOME NO EFFORT AT ALL!!

Permute an array in O(n) time with O(1) extra space with a given ordering function?

This question arises from a problem on a problem solving site (https://practice.geeksforgeeks.org/problems/-rearrange-array-alternately/0).

Given a sorted (ascending order) array $ A$ of $ N$ numbers, re-arrange the elements of A to be this order: [A[n-1], A[0], A[n-2], A[1], A[n-3], A[2], …]. While the problem does not actually call for this specific index permutation, that’s the approach I took (it will yield the correct answer). If there is a solution that does not involve this approach, I’m interested to see it, but this question specifically is about whether or not it is possible to perform this specific data value re-arrangement without regards to the values stored in the array.

In other words, alternately interleave the maximum, minimum, 2nd-maximum, 2nd-minimum, etc. The algorithm should run in $ O(n)$ time and consume only $ O(1)$ extra space. It should work regardless of the data values in the array, including scenarios with duplicate values.

Solutions for $ O(n^2)$ time with $ O(1)$ space and $ O(n)$ time with $ O(n)$ space are straightforward.

There is a simple function that given a source index in the initial sorted array, determines its destination index in the re-arranged array. I have a partial solution that works by starting at some index and moving through the cycles of source $ =>$ destination element moving. But I couldn’t find a way to compute the locations of all the separate index-moving cycles. Instead, after completing a cycle, I search the partially re-arranged array for pairs of values that haven’t been moved yet (that hold the original, not new, ordering), and use those indices to start a new cycle (this probably means my solution is not $ O(n)$ time because of this search). But this doesn’t work in general if the elements of the initial array contain duplicate values.

I have an intuition that there must must be an algorithmic move/swap index ordering dependent only on N, but I haven’t been able to find one.

AUTOPILOT – EXTRA INCOME NO EFFORT AT ALL!!

AUTOPILOT – EXTRA INCOME NO EFFORT AT ALL!!

Pi is a new digital currency being developed by a group of Stanford PhDs.

Pi is the first digital currency for everyday people, representing a major step forward in the adoption of cryptocurrency worldwide.

Our Mission: Build a cryptocurrency and smart contracts platform secured and operated by everyday people.

Our Vision: Build the world’s most inclusive peer-to-peer marketplace, fueled by Pi, the world’s most widely used cryptocurrency…

AUTOPILOT – EXTRA INCOME NO EFFORT AT ALL!!

Moving ttf file causes extra extension

I rename my files after compression for the negotiation to occur correctly. One of the commands used is

find dist -name "*.ttf" -type f -print -exec sh -c 'f="{}"; mv -- "$  f" "$  {f%.ttf}.ttf.ttf"' \; 

The same command works perfectly fine for html, css, svg, etc extensions and results in files with double extensions as expected. eg – <>.html.html

But, the above command results in .ttf.ttf.ttf

I am running this as part of gitlab CI which generates a fresh build. So, there is no chance of conflict as it starts from an empty folder altogether. This is done for serving compressed files for a static site. The server is Apache and I cannot find anything in the httpd.conf or .htaccess that might be additionally renaming the file.

Expected output – *.ttf files should be renamed to *.ttf.ttf

How do nets work with extra attack?

Under the net weapon it is stated:

“When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.”

There are already questions here and here regarding attacks made using a net. I already understand that if you have extra attack and you attack first with a net, you get no more attacks for that action.

I am wondering what happens if you have extra attack and make the first attack with, say, a dagger instead and then wish to attack with a net for the second attack. Does the phrasing of the net’s property make it so that using the dagger first prevents you from using a net at all?

How does a Gloom Stalker’s Dread Ambusher’s timing interact with Extra Attack?

This is a follow-up to this question.

The Gloom Stalker Ranger from Xanathar’s Guide to Everything gets the Dread Ambusher feature at level 3, which says (pg. 42):

At the start of your first turn of each combat, you walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of that weapon’s damage type.

Rangers also get Extra Attack at level 5 (PHB, pg. 92):

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

How do Dread Ambusher and Extra Attack interact in terms of the order in which they must be made, if any exists?

Would giving Sorcerer archetypes extra “spells known” unbalance them?

Sorcerers don’t have many spells. If I compare them to other full casters (I’m not including Warlocks in this because they work entirely differently), namely Bards, Clerics, Druids and Wizards, then they seem to come up short.

By level 20:

  • Bards know 22 spells;
  • Clerics/Druids can have between 24-25 spells prepared (assuming WIS of 18-20);
  • Wizards know a whopping 44 spells (only including spells gained via levelling) but can only prepare about 25, as per Cleric/Druid;
  • Sorcerers only know 15;

Sorcerers are the clear losers here. Not that I expect them to have as many as Wizards (since that’s their thing), but 15 just seems way too few to me, and I don’t think that Metamagic alone makes up that difference (which is all they seem to have besides spells). So I was thinking of giving them a free (but specific) spell between spell levels 1st-5th, much the same as I did for the PHB Rangers.

This way, the Sorcerer would know 20 spells; still fewer than everyone else, but not by as great-a-margin. As with my other question, the spells I have picked suit their flavour and include spells from within their own spell list and from other spell lists (which would count as sorcerer spells for them), but only one extra spell per spell level (up to 5th). I’m not listing them all here, though, as it would take up too much room (I’ve done this for the UA archetypes, too).

I suppose the player of these “enhanced sorcerers” could potentially swap out the free spell for any old sorcerer spell, effectively giving them 20 total spells without the flavour, but as covered in this question, I’m going to assume they can’t do that, much the same as with the extra Ranger spells (or at the very least, I would rule that they can’t, given that I’d be the DM in this situation, what with it being my homebrew).

So, my question is does the increase in number of spells known impact the strength of the class in a way that might make it preferable to the other spellcasters? I’ve always felt they were the weaker option, but that might just be because I don’t use Metamagic to it’s full potential or something, so will these additional spells and the increased flexibility they provide unbalance anything beyond what I have anticipated?


As a caveat, I’m aware that the XGTE archetypes (and the new Giant Soul Sorcerer archetype from UA, but I don’t care as much about that because it’s just UA, and my main balance concerns are with the official released archetypes) already include an additional spell; namely the Divine Soul’s Divine Magic feature (XGTE, pg. 50):

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity […]

and the Shadow Sorcerer’s Eyes of the Dark feature (XGTE, pg. 51):

When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known.

Therefore, RAW, these Sorcerers would know 16 spells in total by level 20. I’m planning on not giving Divine Soul sorcerers an extra level 1 spell or Shadow Sorcerers and extra 2nd level spell, so that their total is still 20 known spells by the time they hit level 20. I personally don’t think this matters too much since it’s only one spell’s difference, and their class features do provide them with other benefits, so it’s not like I’m taking their class features away from them and giving them to every other sorcerer archetype.

I thought to mention this in case this impacts balance, and therefore any potential answers, in a way I haven’t anticipated; but this is an aside, just some extra information, and my question is not specifically about this aside, but about the impacts of having any sorcerers with 20 spells.