So I’m curious about a matter of best AC for my buck. I’m playing a Dexterity focused heavy armour character (Cavalier to be specific, but I imagine the same answer applies to fighters or any other heavy armour proficient characters), My starting Dex was 16, so without taking into account a Belt of Incredible Dexterity my DEX by level 20 will max at a +5 bonus.
I’m trying to decide whether I am better off using my heavy armour proficiency, getting Mithral Full Plate and accepting that I can onlyuse +3 of my DEX bonus for AC – though I believe I can still get my full DEX bonus to other things such as Weapon Finesse and Deft Strike (when I multiclass into Swordlord later on) and Reflex saves.
Or am I better off with something lighterweight like Mithral BReastplate, even thought he base AC is lower, get to apply more of my DEX to my AC and not take the movement speed penalty for wearing Medium armour which I would for having Full Plate.
I’m not especially confident in my math as to which can get the better overall AC – as I am a front-line tank and really my ideal situation is to maximise AC over any other concerns.
I know the Steel Defender uses your initiative and goes immediately after you. What I’m not sure about is what is can actually do on its turn.
Does a Steel Defender get a full turn?
- Free Action (Item interaction)
- Bonus Action
I know it has the stat block that tells you what action it can take but it does not say anything about having or not having a bonus action and what it can do with that.
It also does not specify interactions
SD uses bonus action to activate boots of speed and now has the ability to move 80′ around the battlefield potentially using up AoO of enemies and positioning itself at a choke point Then takes the Dodge Action
Now we have a speedy Gonzales that can get up next to people and provide Cover, Help or be a damage sponge before zipping over the the other side to block a charging enemy that appeared from around that corner you never checked
Party member about to die SD pulls out HP potion out of bag (item interaction) and Dashes (action) to party member Party members turn take potion and drink it.
Basically a mobile Vending machine that can run in hand out potions and use its reaction to impose disadvantage.
60 POINTS and is considered a loser when he runs out POINTS After the program has finished, display the total number of rolls of the dice that were made in the entire Game To Program:
The game begins with the player having 20 POINTS The player rolls 2 six sided dice and the sum of faces on the two dice are calculated. That’s called the players POINT. If the POINT is a 7 or 11, the player wins his POINT If the POINT is a 2, 3, or 12, the player loses his point If point is anything else, then the game continues by the player rolling the two dice again and again recording and checking the sum until The player makes his point (the sum of his dice equals his point value) and then he wins the point The player rolls a 7 and then he loses his point The player is considered a winner if he can acquire 60 POINTS and is considered a loser when he runs out of points After the program is finished, display the total number of rolls of the dice that were made in the entire game Please include the entire answer not just have it please and thanks
In the text of Strahd’s Unarmed Strike, it says (emphasis mine):
If the target is a creature, Strahd can grapple it […] instead of dealing bludgeoning damage.
This seems to be copy/pasted from the vampire stat block, which makes sense since a vampire deals bludgeoning damage with its unarmed strike.
However, Strahd’s unarmed strike deals slashing and necrotic damage.
Should Strahd’s stat block say he can grapple instead of dealing the slashing damage, or is he supposed to be able to do full damage and grapple since he’s the "final boss" of the campaign?
Has this been addressed in any errata?
Answers to an earlier posting, ConvexHullMesh inconsistency, have let me construct a particular 3D region by intersecting a pyramid with a halfspace:
Rint = RegionIntersection[Rhalfspace, RPyramid]
The construction is correct, and the region displays like this upon executing the above command:
The slanted plane is (correctly) caused by `Rhalfspace`. The two vertical planes are caused by some type of plotrange clipping. My question is simple:
Q. How do I display the full region?
DiscretizeRegion, but nothing I try allows me to e.g., use
PlotRange. I am missing something basic about how to convert a region to a 3D graphics object.
I know I should include code for experimentation, but perhaps there is just a simple generic method to convert a 3D region to
Graphics3D so that I can use the options to
Can you change recovery mode from simple to full with users working on the server?
While the server is changing the mode is the work of the users interrupted? If so, for how long.
Version: SQL server 2016
Thank you very much
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NIntegrate to integrate a time-varying dynamical system, I often only care about the final value of the dependent variables at the end of integration. However,
NIntegrate returns interpolation functions, implying that it is storing all intermediate values of the dynamical variables in memory.
Is there a way to save memory by forcing
NIntegrate to only return the final values of the dependent variables?
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Playing in AL my barbarian has acquired a set of adamantine full plate armour. As this prevents him from his rage benefits, I was wondering if I could simply use it as adamantine half plate, using the half plate stats?
From the Player’s Handbook:
Plate armour: Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Half plate: Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg Protection beyond simple greaves that are attached with leather straps.
Could you simply decide not to wear the whole set?