Is this Multiple Enemies rule a house rule?

I found online a cheat sheet stating the following rule for Multiple Enemies/Swarm:

4 creatures = 1 creature of highest level + 1, minimum +2 damage bonus

That is different from the official one for the Swarms (explained in this answer).

I cannot find this rule on the Numenera rulebook nor the Cypher System rulebook. Is a house rule, or a failure of mine in the Intellect task to find it?

probability for full house and other combinations in bet on poker game

We are trying to calculate probabilities(and odds) for “bet on poker” game on which we are working now. To calculate probabilities and odds for each hand we used https://github.com/cookpete/poker-odds library. Now, having probabilities of “Royal Flush,Straight Flush, Four of a kind, Full house, Flush, Straight, Three of kind, Two pairs, One pair, High card” for each hand we are trying to calculate the same probabilities for entire table (for example we need probability that the winning combination of the table will be Royal flush) in this image we have probabilities of each hand but not for entire table

Amazon Alexa house with Google Pixel 3

I have the Amazon alexa echo and dots throughout the home and have it set to turn on lights, run the roomba, ecobee 4, etc.

I recently got the Google Pixel 3 and while you can use the amazon alexa app to click to use the voice assistant, I was wondering if possible I could use the google assistant on the pixel 3 to control the same devices the Amazon alexa does, while still being able to use the alexa.

Would these multi-classing house rules cause unintended problems?

I’m part of an RPG Group that plays multiple campaigns in multiple systems. Lately, two of our members have announced interest in a D&D 5e campaign, which isn’t a system this group has played before, although some of us have 3.5 experience.

Now our group has several members who prefer to be creative in building characters and find their own combinations of mechanics. However, 5e seems to have nerfed multi-classing to a significant degree, forcing Players to adhere to the predefined classes (which, to be fair, are better than they were in 3.5) unless they want to significantly weaken their characters. We have thus devised a few house rules we might implement to address this problem.

Unfortunately, none of us has enough experience with the system to properly judge their side effects. Their are two effects that are not to be strongly considered:

  1. The power level will rise slightly. This is obvious, to be expected and not a problem, unless the increase is a lot greater than we expect. Of course this may influence encounter design.
  2. Intra-party balance will not be a huge consideration. We are an established group with good communication and cooperation. Unless there would be a truly massive new imbalance created, we probably won’t notice.

Here are the rules:

  • All classes that provide Extra Attack stack for the purposes of providing extra attacks up to the level they provide their last extra attack. (i.e. a Monk 2/Fighter 3 would have 2 attacks (because both Monk and Fighter gain Extra Attack at level 5 and they stack for 2+3=5) a Monk 2/Fighter 18 would have 4 (because the Monk stacks for up to 5 levels for 2+18=20 and the Fighter gains the 4th attack at Level 20) but a Monk 18/Fighter 2 would still only have 2 (because the Monk only gains one extra attack at Level 5 and thus only stacks up to there, and even a Fighter Level 7 (5+2) doesn’t gain any more attacks than that)).
  • The standard ability score improvement progression of 4th, 8th, 12th, 16th and 19th class level is based on character level instead. Additional ASIs such as the Fighter’s are still attained at the listed class level.
  • In addition to the multi-class proficiencies listed on page 164 PHB, the character gains proficiency in one skill from the class skill list of the newly adopted class.
  • Instead of all the proficiencies gained when adopting a new class, including the additional skill proficiency above, the character may gain proficiency in one of the saves the new class is proficient in.

Issues I am anticipating:

  • Wizard and Sorcerer dips don’t have much to give up for a save and some magic. However, since full casters are still a lot more powerful than mundanes with a caster dip, that’s probably not too bad. Everyone likes a few cantrips.
  • Classes like Rogue and Bard are slightly devalued, because they lose the unique privilege of multi-class skill proficiencies. Not sure how serious of a problem this is or how to address it.
  • Dipping in general becomes more viable, which is an intended outcome of these rules, but we’ll have to see whether it goes out of hand. I hope that the loss of high level class features is enough of a threat to discourage exaggerated multi-dipping. The real goal is more to make 2-3 class combinations viable at lower levels.

So the main question remains: are there significant problems this would cause, mechanics this would break etc. that I as someone who doesn’t know the 5e rule set terribly well am overlooking?

House plan design (Head First C#)

I’ve been working through the book Head First C# and this is an exercise from chapter 7, which is about interfaces and abstract classes.

Note that the class design was mandated by the authors, I’m open to suggestions to improve.

I’d like a review on any and all aspects. My code ended up quite a bit different than the book’s solution, because it’s a few years old and I think “holds back” on newer C#/.NET features and syntax.

In a shared code base, I would include that XML documentation, but since this is just local code for learning, I didn’t. Any and all feedback appreciated.


The authors’ published implementation is here on GitHub. The idea is to implement a floor plan that can be explored, with room connections and doors to the outside. It’s done through a WinForms application.

Here is a picture of the plan from the book. Sorry, couldn’t find a screenshot.

floorplan

The app looks like this:

app


Location.cs

using System;  namespace House {     abstract class Location     {         public Location(string name) => Name = name;          public string Name { get; private set; }         public Location[] Exits;          public virtual string Description         {             get             {                 string description = $  "You're standing in the {Name}. You see exits to the following places: \r\n";                 foreach (Location exit in Exits)                 {                     description += $  "— {exit.Name}";                     if (exit != Exits[Exits.Length - 1])                     {                         description += "\r\n";                     }                 }                 return description;             }         }     } } 

Room.cs

using System;  namespace House {     class Room : Location     {         public Room(string name, string decoration)              : base(name)         {             Decoration = decoration;         }          private string Decoration { get; set; }          public override string Description => $  "You see {Decoration}. {base.Description} ";     } } 

Outside.cs

using System;  namespace House {     class Outside : Location     {         public Outside(string name, bool hot)             : base(name)         {             Hot = hot;         }          private bool Hot { get; }          override public string Description => Hot              ? "It's very hot here. " + base.Description              : base.Description;     } } 

IHasInteriorDoor.cs

using System;  namespace House {     interface IHasExteriorDoor     {         string DoorDescription { get; }         Location DoorLocation { get; }     } } 

OutsideWithDoor.cs

using System;  namespace House {     class OutsideWithDoor : Outside, IHasExteriorDoor     {         public OutsideWithDoor(string name, bool hot, string doorDescription)             : base(name, hot)         {             DoorDescription = doorDescription;         }          public string DoorDescription { get; private set; }          public Location DoorLocation { get; set; }          public override string Description => $  "{base.Description}\r\n You see {DoorDescription} to go inside.";     } } 

RoomWithDoor.cs

using System;  namespace House {     class RoomWithDoor : Room, IHasExteriorDoor     {         public RoomWithDoor(string name, string decoration, string doorDescription)             : base(name, decoration)         {             DoorDescription = doorDescription;         }          public string DoorDescription { get; private set; }          public Location DoorLocation { get; set; }     } } 

And here is the WinForms to make it work. Leaving out IDE generated code.

ExploreTheHouseForm.cs

using System; using System.Windows.Forms;  namespace House {     public partial class ExploreTheHouseForm : Form     {         Location currentLocation;          RoomWithDoor livingRoom;         RoomWithDoor kitchen;         Room diningRoom;         OutsideWithDoor frontYard;         OutsideWithDoor backYard;         Outside garden;          public ExploreTheHouseForm()         {             InitializeComponent();             CreateObjects();             MoveToLocation(livingRoom);         }          private void CreateObjects()         {             // Configure the locations             livingRoom = new RoomWithDoor("living room", "an antique carpet", "an oak door with a brass knob");             kitchen = new RoomWithDoor("kitchen", "stainless steel appliances", "a screen door");             diningRoom = new Room("dining room", "a crystal chandelier");             frontYard = new OutsideWithDoor("front yard", false, livingRoom.DoorDescription);             backYard = new OutsideWithDoor("back yard", true, kitchen.DoorDescription);             garden = new Outside("garden", false);              // Configure the exits             livingRoom.Exits = new Location[] { diningRoom };             kitchen.Exits = new Location[] { diningRoom };             diningRoom.Exits = new Location[] { livingRoom, kitchen };             frontYard.Exits = new Location[] { backYard, garden };             backYard.Exits = new Location[] { frontYard, garden };             garden.Exits = new Location[] { frontYard, backYard };              // Configure exterior doors             livingRoom.DoorLocation = frontYard;             frontYard.DoorLocation = livingRoom;             kitchen.DoorLocation = backYard;             backYard.DoorLocation = kitchen;         }          private void MoveToLocation(Location location)         {             currentLocation = location;             ExitsComboBox.Items.Clear();             foreach (Location exit in location.Exits)             {                 ExitsComboBox.Items.Add(exit.Name);             }             ExitsComboBox.SelectedIndex = 0;             DescriptionTextBox.Text = currentLocation.Description;             ShowGoThroughExteriorDoorButton(currentLocation);         }          private void ShowGoThroughExteriorDoorButton(Location location)         {             if (location is IHasExteriorDoor)             {                 GoThroughExteriorDoorButton.Visible = true;                 return;             }             GoThroughExteriorDoorButton.Visible = false;         }          private void GoHereButton_Click(object sender, EventArgs e)         {             MoveToLocation(currentLocation.Exits[ExitsComboBox.SelectedIndex]);         }          private void GoThroughExteriorDoorButton_Click(object sender, EventArgs e)         {             IHasExteriorDoor locationWithExteriorDoor = currentLocation as IHasExteriorDoor;             MoveToLocation(locationWithExteriorDoor.DoorLocation);         }     } } 

Where can I find Matt Mercer’s Critical Role House Rules?

I’d like to use house rules from Critical Role in my own campaigns, and while we may tweak them once we’ve tried them, they seem to work well for Matt and his players, so what they use would be a good starting point. I’ve seen Matt Mercer’s homebrew content (as used on Critical Role) mentioned on several forum threads, but aside from the resurrection rules being referred to as “famous” I’ve not found a lot of detail.

Is there a comprehensive list/details of these rules (or at least of the most notable ones?) If so, where can it be found?

Because I want to start from exactly what they use, I’m looking for something verifiable. That means that rules defined by someone watching the show and working out a best guess on what they are isn’t a good answer, while either a purchasable resource (if it’s included in the Tal’Dorei Campaign Guide, for example) or something otherwise directly from/endorsed by Matt Mercer himself would be a good answer.

So I’m looking for something that is:

  1. Not a breach of copyright
  2. Verifiably what Matt Mercer actually uses/wrote

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