Can players choose specific points in space, down to the inch, to cast a spell so as to avoid hitting a prone character?

Say there is a character that is prone, such as if they were unconscious, and they are surrounded on all 8 square grids (assuming that a grid is being used) by other creatures. Can a player cast a spell that has a sphere effect such as fireball or shatter such that only the 8 creatures surrounding the one that is prone be hit?

Would this potentially have any adverse effects with potentially breaking or having any unintended consequences for any other spells/effects down the line if this were allowed?

Obviously when it comes to casting some spells, the caster has the option to "choose a point in space", but when playing with the understanding of a grid system that works in chunks of a given dimension does is it feasible to have spells cast in such a way so that a body lying prone won’t be affected by a spell cast just overhead?

Do creatures with Legendary Resistance know what is hitting them in order to choose to use the resistance or not?

Say I cast a Fireball at a white dragon, it definitively knows that the spell cast was a Fireball, with all those flames around…

However, some spells are more subtle, such as Banishment. Maybe the characters want to have about 1 minute to build something that will kill the dragon once it returns… but then it could take casting the Banishment spell (or other spells) many times to successfully sending the dragon on a demiplane for a while.

Yet, if the Dragon (or other target) cannot really know what the spell is, then it could accept a failure thinking it may need its resistance later when it is in a worst situation than at this time…

I have not been able to find something in RAW that says the target knows of the exact spell effects when it has the Legendary Resistance skill. Is there?

Can a flying character choose to fall, and then use a reaction to stop falling before hitting the ground?

As a flying character there are a few scenarios that I’d like to know are valid/RAW, invalid, or up to the DM.

Assume in these scenarios that all characters fall at 1000ft/round (this is not up for discussion (no matter how strongly you feel about it) as my DM has made this ruling.) Also assume the fall is intentional (on my turn/not done by an enemy or enemy’s turn).

  1. Fly at 1,005ft, fall (drop prone?) in 1 round (1000ft), next round recover (stand up from prone), land safely or continue to fly.

  2. Fly at 600ft, fall, to 60ft recover to fly normally.

  3. Fly at 600ft, fall, to 60ft cast feather as a reaction to falling. This scenario could also include carrying a halfling (600ft), then dropping her, and she can cast feather fall (as a reaction) 60ft before hitting the ground.

Feel free to add additional cool scenarios that could work. Or if a scenario doesnt work, what would be needed to make it work.

If possible please use citations, especially if any of the scenarios are invalid/against the rules.

AnyDice — efficiency of code calculating rolls hitting a target with mixed pools; hitting the 5 second barrier

I have some code that is hitting the 5 second barrier;

function: target N:n of A:s B:s C:s {     result: [count {1..N, 1..(N/2)} in [sort {A, B, C}]] } output [target 7 of 4d12 0d20 0d8] output [target 7 of 4d12 2d20 0d8] output [target 7 of 4d12 4d20 0d8] 

Even if I remove the final output line, it still fails.

I believe the code does what I want it to – calculate the number of dice rolling at or under the target from mixed pools (it runs when using other pools: d20s seem to be a problem).

Is there anyway I can improve it so that at least the first two of these output lines will run (or better yet, all three of them)?

N.b. from my perspective these were some of the simplest pools I wanted to look at.

What is the percentage of possibly hitting something that has stacked Blur, Blink, Mirror Image, and Armor of Hexes?

This question is mostly for hypothetical fun because setting all of these up isn’t super practical (unless it’s a 1-on-1 campaign perhaps?)

But with all of these stacking, how likely are you to be hit by an enemy? (let’s assume they have Hexblade’s Curse on them for Armor to work)

This probably depends on AC and to-hit from the enemy too, so let’s just take a look at a decent 13 AC, with the enemy having a +7 to-hit. It’s up to you if you add to hit or AC too to really look at how hard it is to hit something with absurd AC + all these defensive buffs, or how much high to-hit really helps.

A variant of hitting set problem? Is this also a NP-hard problem?

Let’s start from finding a minimum hitting set problem. Given a collection of sets $ U=\{\{S_1\},\{S_2\},\{S_3\},\{S_4\},\{S_5\},\{S_6\}\}=\{\{1, 2, 3\}, \{1, 3, 4\}, \{1, 4, 5\}, \{1, 2, 5\}, \{2, 3\}, \{4, 5\}\}$ ,
it is easy to know that a minimum hitting set is $ \{2,4\}$ .

I am thinking what this problem would be if the set $ S$ is also a collection of sets. For instance, given $ S_1=\{\{1,2,3\},\{3,4\},\{1,2\}\}$ ,
$ S_2=\{\{3\},\{3,5\},\{1,3\}\}$ ,
$ S_3=\{\{2,5\},\{4\},\{1,5\},\{1,10,6,7\}\}$ ,
then a minimum “hitting set” is $ \{3,4\}$ . That is because $ \{3,4\}$ only consists of two elements and hits every set (i.e., $ \{3,4\}\in S_1$ , $ \{3\}\subset \{3,4\}$ and $ \{4\}\subset \{3,4\}$ ).

Does anyone have an idea to solve this problem? Do you think it is a variant of hitting set problem? Is it an NP-hard problem?

I’m playing a Marilith demon who is leader of a evil campaign. After hitting very high levels, how should I go about keeping the party together?

During a while of playing a 2e session with multiple 3.5e conversions, I have recently (In the past 7 years) experimenting with playing Evil campaigns and playing Monster characters such as Mind Flayers (Which I’m really good with), A Gloom (Part of an Epic Level beginning game), Baatezu, Trolls, Fairies, Sprites, Hunefers (Another Epic Level beginning Campaign), Bugbears, and a small hand full of other monsters. In this campaign, We have been going on for 2 years of gameplay, reaching levels between 64-76

Current Party

  • Nuetral Evil Medusa (Lvl 72 Wizard/ Archmage 5)
  • Chaotic Evil Marilith Tanar’ri (Lvl 77 Warrior)
  • Chaotic Evil Vrock Tanar’ri (Lvl 38 Barbarian/Lvl 34 Legendary Dreadnought)
  • Chaotic Evil Succubus Tanar’ri (Lvl 66 Bard/ Lvl 2 Rouge)
  • Lawful Evil Noble Efreeti (Lvl 20 Fighter/Lvl 48 Fire Elementalist)
  • Neutral Evil Chameleon Greater Barghest (Lvl 56 Assassin/Lvl 20 Perfect Wight)
  • Chaotic Evil Vampire Drow (Lvl 32 Blackguard/ Lvl 20 Cleric/ Lvl 24 Divine Emissiary)
  • Neutral Evil Corpse Tearer Linnorm (Lvl 60 Necromancer/ Lvl 18 Dread Necromancer)

I am having a slight problem trying to figure out how to keep this diverse group together. The blood war, the personal problems, and the ambitions in the group are causing us to be a bit nervous. Each of us is having a difficult time with personal goals. During our time we have battled the armies of heavens, slaughtered many baatezu/devils, plundered villages, battled against the forces of good, fought against the harpers including battles against Mystras chosen, and basically ravaged most planes. Now after a while of our power growing, some of us have become slightly more distant from others and others have become a little suspicious of each other, causing many to create secondary plans and safeguards just in case. I do not want this to grow out of control, for this campaign is too amazing to quit. I need a solution that does not involve a common enemy (for specific reasons) or involves money. So, how should I string together this merry band?

Is there an accepted likelihood of hitting that is consistent across tiers, and how has it been determined?

Is there a consensus on the likelihood of hitting in a generic, CR-appropriate encounter (e.g. 50%, 65%, etc.)? Is there one that is consistent across levels or tiers? How is this value arrived at? (E.g. likely character attack bonuses, AC of CR-appropriate opponents…)