What CR would this level five Wizard be?

I’m about to start the first session of a big campaign tomorrow night. I have three experienced players and one newbie and I’ve got a big opener planned. The way things will most likely go in the first session will involve a lot of small fights without a short or long rest between them. The party is starting off at level 3. I am going to be forcing them into one CR 2.5 encounter at the start of the campaign which they should win fairly easily but be worn down a bit afterward.

This level 5 wizard is planned to be a sort of “mini-boss” encounter to slow them down in a chase (that is, if they even chose to participate in the chase at all). So he’s not meant to be a huge challenge, but I don’t want them to blow through him either. My questions are as follows.

*What CR is this wizard? *Should I make him stronger or weaker?

The Wizard: Race: Breton (homebrew race for the campaign. Stats very similar to full-blood elf in the base game) Level: 5 Ability Scores: STR: 9 DEX: 13 CON: 14 INT: 18 WIS: 12 CHA: 10 Saving throws: STR: -1 DEX: 1 CON: 2 INT: 7 WIS: 4 CHA: 0

Health: 30 (8+(4d6+8)) (He will buff himself with false life) AC: 11 (no armor) 14 (with mage armor)

Spells: Cantrips: Fire Bolt, acid splash Level 1: Mage armor, False life, Ray of Sickness, Magic Missile Level 2: Magic weapon, shatter Level 3: Counterspell, Lightning Bolt

Attack: Melee: 4 to hit. 1d4+1 (dagger) Spell attack: +7 to hit. 15 save DC

Feats: Natural Ward: Damage taken from magic spells is reduced by 1d6 with a minimum of 1. Grim Harvest

Added explanation: The reason I’m finding this hard to figure out instead of just using the calculation formula in the book is because of two things.

1, his damage output will change drastically based on what point of the battle it is and how many spellslots he has.

2 his Natural Ward feat potentially makes him far tankier than his stats imply because half the party relies on magic damage.

Will adding 2 Winter Wolves to the party make the Amber Temple more survivable for a group of five Level 5 PCs?

I’m DMing a Curse of Strahd game for a party of 5 players, who are all currently level 5. The party consists of the following:

  • Wild Magic Sorcereress human
  • TWF Battlemaster human (has the only magic weapon, which is unfortunately a +1 greatsword)
  • Tanky eldritch knight dwarf with Shield Master
  • Moon druid tiefling
  • Runeseeker human (homebrew class, half-caster with utility/offense spells on short rest slots)

Spoilers ahead for Curse of Strahd:

I’ve added a few things to the campaign, the most pertinent being a pair of ancient Winter Wolves (chaotic good) in the Balinok mountains who represent the land before it was corrupted by Strahd – they are the only remaining “wolves” not under his control. They can speak common, and are there as a hook for the druid and runeseeker primarily, but I’m thinking that they may accompany the party to the Temple.

The party is pretty intent on reaching the temple and exploring it. However, things will be quite difficult:

CR Calculations:

Not to mention all of the other encounters in the temple. The party is pretty deadset on finding the temple and exploring, even though Kasimir is becoming hesitant after nearly dying in the last fight. My players are fairly headstrong – most players are (myself included), and generally it seems like the more you try to telegraph that they should run, the more they want to stand their ground. They have indicated that they want threats to be real, and that I shouldn’t pull punches, but I’m not sure that’s really been tested – nobody has died yet, despite close calls.

I’m planning how to recover from an inevitable TPK from the opening salvo, although I know that they might surprise me and do something clever and slip away.

If they manage to do that, will adding two helpers in the form of the Winter Wolves help even the playing field? Is there anything I can do to prevent this from turning into a bloodbath? If they are doomed no matter what, I need to consider pushing back (through Kasimir or the wolves) to prepare elsewhere, so if you come to that conclusion advice on how to avoid or handle a TPK in these circumstances becomes relevant.

Answers should, of course, follow Good Subjective, Bad Subjective – I’m mostly looking for answers and expert advice from people who have run the Amber Temple, especially with an underleveled party.

Combing five files with same content but different names into one file with versions in sp2019

I am working with SP2019 and On the file share, there is a Legal folder added which gets lot of files dumped into it. Once users work on files, they save it there and send it to external party for review, this file as an example be named as ‘General Accounting Assessment’ and post review it comes back as ‘General Accounting Assessment_V1’ and sits on the same shared folder as the original file.

This review process happen multiple times and that results into 4-5 files on the file share with below names: 1. ‘General Accounting Assessment’ 2. ‘General Accounting Assessment_v1’ 3. ‘General Accounting Assessment_v3’ 4. ‘General Accounting Assessment_v4’

Users initially save file ‘General Accounting Assessment’to SharePoint prior to sending out for review to external party so when v1, v2,v3 and v4 version file arrives, they manually rename the files to match it to name ‘General Accounting Assessment’ and drop into SharePoint so it can add up as a new version to the existing file.

I would like to automate this process and for which I am wondering if there is a way maybe by Flow or SharePoint to check whenever a new file is added, strip off the portion _v1 or _v2 or _v3 or _v4 dynamically appended at the end to file name ‘General Accounting Assessment’ and save it to SharePoint

Can someone please help on the proposed solution, thanks in advance.

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How does the ‘five minute adventuring day’ affect class balance?

In the basic rules the The Adventuring Day is described as follows:

Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer.

In reality many home games, mine included, often don’t have as many as six to eight encounters, covering a range of difficulties, between long rests.

The ‘five minute adventuring day’ takes this to the extreme and describes a situation where PCs are allowed to long rest between pretty much every encounter, and thus don’t have to worry about the ongoing effects of resource depletion from one encounter to another.

It is fairly well established that this is bad for game balance and makes the PCs much stronger (see Are there rules for shortening the adventuring day and reducing the number encounters without unbalancing them? amongst others). However, this questions is not about game balance (i.e. PCs v DM game balance).

I’d like to know how the five minute adventuring day affects intra-party class balance specifically.

For example:

  1. It’s well established that Paladins have extremely powerful burst damage but which other classes benefit most from a shorter adventuring day?
  2. Which classes are most adversely affected?
  3. Are all non-spellcasting classes going to be outdamaged by all spellcasting classes under these conditions?
  4. Does the answer to this question vary much from low to high level play?

For the purposes of this question please assume two hard / deadly encounters, lasting three – five rounds each, and no short rests in an adventuring day – a not uncommon occurrance in my home games. Consider basic class features but don’t worry about archetypes.

Python program to find a word ladder transforming “four” to “five”

I saw this Puzzling problem and thought I would try to write a Python program to solve it. The task is to transform “four” to “five”, forming a new four-letter word at each step, replacing one letter at each step, in as few steps as possible.

But turns out I don’t know how to optimize recursion, so I’m posting here for help. I’m mostly just confused on why the code to change the past needs to be at the top of the function, but I would also like advice on how to speed this up in general. Right now it takes about 10x as long for each step up max_depth gets on my computer.

There won’t be any matches until you change max_depth – I didn’t want anyone copy-pasting and lagging out. There should be a solution at depth 5, according to Puzzling. However, my words file doesn’t have the Foud or the word Fous, which that answer uses. Bumping up to max_depth six will take my computer ~10 minutes, which I don’t want to try yet.

def hamming(string1, string2):     assert len(string1) == len(string2)     return sum(char1 != char2 for char1, char2 in zip(string1, string2))  max_depth = 3 start_word = "five" end_word = "four" all_words = open("/usr/share/dict/words", "r").read().lower().splitlines() all_words = list(filter(lambda word: word.isalpha(), all_words)) all_words = list(filter(lambda word: len(word) == len(start_word), all_words))  sequences = []  def search(current_word, past = []):     # Needs to be first to be fast for some reason     past = past[:]     past.append(current_word)      if len(past) > max_depth:         sequences.append(past)         return      for word in all_words:         if hamming(word, current_word) == 1 and word not in past:             search(word, past)  search(start_word)  sequences = [sequence[:sequence.index(end_word) + 1] for sequence in sequences if end_word in sequence]  if len(sequences) == 0:     print("No matches") else:     print(min(sequences, key=len))