In GURPS Campaigns (p381) it states that a skill of 15+ means that a roll of 5 counts as a critical, and 16+ means that a 6 counts as a critical. Does this threshold continue to rise?
Ex: Does Shortsword skill 17+ mean that a roll of 7 is a critical?
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Since it says "can knock the target prone." I assumed it was optional, (though you wouldn’t have much reason not to if in melee, within 5 ft.)
Normally, when 2 players roll identical initiative in combat, they decide between themselves the order they do things in and then stick to that on subsequent rounds.
How should the DM handle it if the NPC rolls the same initiative, especially if they are in combat directly with the player who rolled the identical initiative?
If rolling bulk initiative for a group of NPCs, how should identical rolls with players be handled here? It feels like a lot can swing on whether the GM chooses for the group of NPCs to attack the player before he can decide his action.
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I would like to create a table like the one shown below in mathematica:
Here is the code i wrote:
I was wondering if there is more efficient way to writing the code where i don’t have to type out individual sin(xt) for each value of x and t.
This is a modified version of the question that is in the book "Hands-on Start to Wolfram Mathematica and Programming with the Wolfram Language, Second Edition". If anyone has the pdf solutions to the all exercises in the book, would you be able to send it to me?
Thanking you in advance
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Problem my party has is we’ve fought this same vampire twice and beat the living daylights out of it twice but both times it went to mist and got out. If we were lucky enough for the vampire to fail his save will mind spike allow us to track the vampire once he goes to mist.
The Nine Hells (or Baator) is the Lawful Evil outer plane, and the home plane of devils. It is a plane of eternal punishment for the wicked.
Which souls go there in the afterlife?
I can think that the answer may or may not include some/all of the following:
- Mortals who have made devilish deals to give up their soul
- Lawful Evil mortals who have made no devilish deal
- Evil (but not Lawful) mortals who have made no devilish deal
I’m looking for what the answer is in 5e – but if there isn’t sufficient detail in that edition materials from earlier editions which are not directly contradicted in 5e would provide good basis for an answer.
The Sending spell in 5e states:
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.
Do I know if the spell actually goes across planes, or just if it fails?
I can’t seem to find a good example outside of 3rd party materials right now and pending GM or Dev input I figured I’d ask here. The example I’m specifically looking at is a spell with a 24 hour duration that uses a focus component that is an armlet worth at least 25g. If that armlet were removed for some reason (stolen, confiscated, handed to someone else, etc) would the spell duration end at that point or is the focus component only needed for the initial casting? If it were a Concentration spell I could see it needing to stick around, but IDK otherwise. Anyone have any official rulings on this?