Do racial features which grant advantage on specific ability/skill checks provide a benefit skill checks made with different abilities?

The rules for making skill checks are usually cut and dried. If a character is making a check to see if they can swim against a current, this would usually be a Strength (Athletics) check.

But the rules allow for unique circumstances to require skill checks with atypical abilities.

For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check.

Certain races afford the character advantage on specific checks (most commonly Wisdom (Perception) checks that involve smell or vision).

I can imagine a situation where a DM might request an Intelligence (Perception) check to see if a character is able to identify which of two glasses of wine is poisoned or a Constitution (Perception) check to see if a character can keep their eyes on something flying very close to the sun without squinting.

In these atypical scenarios, does the creature’s racial benefit still give them advantage on the check in spite of the fact that the fundamental ability being used with their skill is not the one explicitly cited in the description of their racial feature?

A player got upset because he made a wrong move and now I can’t DM

So I’m running an Agents of SHIELD campaign per my group’s request because the other DMs in my group needed a break running during COVID. I gladly picked it up even though I’m not a super experienced DM and I gave everyone pretty powerful characters since they’re supposed to be heroes.

One of the players, we’ll call him Chris, is an extremely experienced DM and player and was very helpful in getting the custom mechanics running for the game. The first two sessions went great, they uncovered the story points they needed, there weren’t a ton of issues aside from everyone rolling pretty badly (which is a consistent issue since we were using roll20). Chris even rolled 5 nat 1s in just the first session. My NPCs weren’t designed to cause a lot of damage, but they were more of an obstacle with one pretty tough baddie that was supposed to be able to at least be a threat. Well it turned out that about 1 in every 5 hits NPCs made landed because of the rolling.

Cut to session 3, I let the players choose their mission and it lead them to a factory where they all had awful rolls and I had to help them out quite a bit and give them more opportunities to find the information they wanted, which lead them to an individual who was missing, which took them to his house. Inside the house was a robot that didn’t stand a chance against them. Cut to more botched NPC rolls and he’s dead. They find a bomb in the robot, roll high to disarm it, no longer an issue. Then they found a computer that was trapped to wipe the memory if someone tried hacking it. One character has something crazy like a +16 computer use check, so it shouldn’t have been a problem. He rolled a nat 1.

Chris said out of game, "Well if we unplug it, then it’ll stop the memory wipe." I allowed it because the computer had vital information. I let the character roll a Reflex save (which again should have been high) and even with an action due he rolled pretty low. After they found most of the information, I warned them that the police were coming (in this world, SHIELD isn’t an official government entity and is technically working illegally, but some places let them do their job while others will prosecute without questions).

Everyone but Chris wanted to take the evidence and run. Chris was adamant on talking to the police and for some reason the other players let it happen without arguing. So the police get there, I let Chris roll his crazy high Diplomacy and let them know that his roll is keeping them from being arrested. It was at that point that Chris tried playing the "I’m an agent of Shield" card. Before I could correct him, the other players told him that SHIELD doesn’t actually have authority. Apparently he was the only one who didn’t read the back story. OK, it happens. I wasn’t mad. Until he continued to try to pull rank on the police and antagonize them. I kept reminding him that he doesn’t have a rank. Then the police chief (who was corrupt and a major part of their story line) shows up. I made it VERY clear that this guy didn’t like them. I very heavily hinted through what he said that he didn’t want them anywhere near the case. Chris even pointed out the flaws in how the character was acting.

And this is where I messed up. Because he kept beating around the fact that the chief was acting weird, I let the scene go on too long when I probably should have forced a sense motive check. This caused Chris to start antagonizing more and more, and then he essentially asked him to hand over the evidence after being told that they weren’t allowed to be a part of the case. He was told no, flat out. Chris then blamed another character, which caused both of them to sign off immediately.

The next day Chris messaged me telling me that I was taking my frustrations out on the players because I was rolling badly and that’s why him and the other player quit early. I told him exactly what happened and why, that the police chief was corrupt and no matter how high he rolled on Diplomacy that he wasn’t just going to GIVE the evidence over. Then he tried to say that I was being insensitive because "even though it’s more realistic, having a cop in front of your character and not being able to do anything about the situation is too topical. That’s why me and (the other player) left".

Then I made my next mistake and told him that the other guy left because Chris was blaming him for everything when it was really Chris’ fault for antagonizing an NPC who already didn’t like him.

Now, my group is struggling to get a game going because all of the DM’s are pissed. I told everyone my game is on pause because if a corrupt cop is too much for someone then the rest of the storyline definitely won’t work. I spoke with everyone individually and everyone else agreed that Chris was the problem. But now I don’t know what to do to get everyone back on track.

The other players have defended him by saying he is under stress. That’s fine, we all are, I didn’t think anything of it. I’m not looking so much for advice on what happened, but where to go from here and how to get the group back into gaming. The other players also said they didn’t feel like anything was wrong with the campaign or story. But I’m also the newer person in the group, so I’m not sure if they want to game without Chris.

Requested TLDR: one of the experienced players is keeping the whole group from gaming, what can I do to get us back on track. Do I need to talk to him again before asking everyone if we should kick him out

We’re playing modified 3.5

WE have made changes on TEST server but it is impacted on PROD SQL server

We have 2012 SQL SERVER(PROD), client cloned a Test server from PROD, For testing the Upgrade process.

While performing the SQl server upgrade we have restarted services on TEST, after restarting the services Report server schema version is changed from 163 to 164 on PROD. We got SSRS connection issues to fix the issues we have changed the report server schema version to 163 on PROD.

We are confused that we have restarted services on TEST but report server verion changed on PROD how it happens

Do sorcery points made from converted spell slots vanish after a long rest?

Sorcerers are able to turn sorcery points into spell slots, but the same conversion rate applies to turn spell slots into sorcery points. If, by the end of the day, you have unused spell slots and you wanted to risk the overnight ambush, could you turn them into sorcery points to be used the next day? Or would they disappear anyway? Sorcery points are replenished after a long rest, but that only infers to ones that have been expended, and ones created by spell slots are theoretically one-use, so do they disappear daily or can they stack?

Can a level 17 Aasimar Light Domain Cleric cause every saving throw for their damaging spells to be made with disadvantage?

Reading through the features of the light domain Cleric I’ve discovered:

Corona of Light which states (Emphasis added):

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Now the Aasimar race has subrace racial features that allow them to add radiant damage to any spell that deals damage, which causes that spell to now do radiant damage as well as their normal damage.

These features are: Radiant Soul and Radiant Consumption

Which both state (Emphasis added):

You can deal extra radiant damage to one target when you deal damage to it with an attack or a spell

So if you combine these two features you can cause any damage dealing spell saving throw to be made at disadvantage. As far as I know this all perfectly works RAW. What I want to know is if there is any rule (excluding adventure league rules) I am forgetting that would prevent me from using this combination in games?

How many syntax trees can be made by a BNF

An example of this would be:

1+2*3+4

Expression = Expression Arithmetic Expression | number

Arithmetic = + | – | * | /

Through just breaking down 1+2*3+4, it was easy to find that the answer was 5 trees.

  1. 1+((2*3)+4)
  2. ((1+2)*3)+4
  3. 1+(2*(3+4))
  4. (1+2)*(3+4)
  5. (1+(2*3))+4

    But doing it in this brute force manner wouldn’t work on larger more complex BNFs.

I have tried using CYK to get 5 but haven’t figured out how, even through they do seem similar enough. Any advice on using any algorithms or strategies to break down larger BNFs to see how many syntax trees they can make would be much appreciated.

Are weapons and armor made of Mithral or Adamantine considered magical?

In a recent dungeon crawl, I was ambushed by some grey ooze. The ooze managed to land a couple successful hits on me, which would normally cause my armor to degrade. However, I was using a set of mithral chain mail that I had found in a previous session. I know that the statistics for mithral and adamant items are found in the DMG, which leads me to believe they are magical, but their descriptions don’t really imply that they are magical.

Is the mithral armor considered magical for the purpose of resisting effects like degrading from the ooze? I also know that adamant armor and weapons exist in our game. Would they follow the same ruling as mithral?

Forcing a saving throw to be made with disadvantage

I know there is already a similar question, but it doesn’t really give me an answer. Is there such a thing as a feat or an item that causes enemies to make saving throws like wisdom or general saving throws with disadvantage? I wanted to create a spellcaster (dont know which class yet) who specializes in CC and spells like Phantasmal Killer, but I don’t feel like a high spellcast mod. would really cut the deal to make the CC a little more reliable.

What’s the dispel DC for a spell made permanent by another caster?

I am level 9 and I cast an Enlarge Person spell on myself.

An NPC is level 16 and casts Permanency on that Enlarge Person effect to make me larger permanently.

When an enemy later attempts to dispel the Enlarge Person effect, does the enemy roll against the caster level of me as the caster of Enlarge Person or the NPC’s as the caster of Permanency?