How to resolve fundamental differences in perspective between players and DM about the roles each has in decision making?

To give context: I am a DM running a D&D 5e campaign set in a home-brew setting for the better part of a year. A few months ago I suggested having an alternate “gaiden” style campaign set in the same setting in which the same set of characters go on short adventures with rotating DMs that could be used during sessions where some players were not available to play. During this winter holiday, one of my players was unable to make sessions and I implemented this system with myself taking the first turn as DM. All players were given invitations to the campaign and given character sheets on our role play app, including the non-available player. The adventure was expanded as the players came to enjoy the narrative and I had new ideas, and is now reaching towards its conclusion. My absent player recently became available again and expressed interest in joining in this campaign. I said yes, some members of the group said no.

While the exact argument was long and circuitous with some hurt feelings, the basic salient points from each side were:

Against Joining

  • Inclusion of new members of the campaign are group decisions.
  • Introducing new characters towards the end of the campaign disrupts the narrative.
  • By making an executive decision under DM purview from the get go, I am undermining their perspectives and feelings by “laying down the law” and not listening to their side. (This might be true.)

For Joining

  • The player is part of the pre-existing group and is not a new member as this adventure is an extension of main campaign.
  • While players are encouraged to add to the narrative, what is and is not narrative appropriate falls under the domain of the DM as stated on pages 5 & 6 of the 5e Players Handbook.
  • Additionally, I have interesting narrative plans involved with his character, that several players and DM’s outside of this group approve of.
  • As the DM, I serve as referee. As I view this player as a pre-existing group member, it comes under my purview to make judgement calls how certain player on player issues are resolved. This has been the case before when other players had issues with class abilities overlapping over each others roles and could not come to a compromise, and certain players having issue with role-play issues overshadowing other players. In both cases I had to make official DM statements to resolve the issue.
  • As a DM I have a prerogative to enjoy myself during these sessions else I lose interest in the game and it dies. Excluding a player who I see as part of the group who has done nothing wrong do to what I feel is pressure from a large minority of players does not sit right with me and would impede in my enjoyment.

In the end, I said that I will not exclude anyone member of the group at the behest of the others for what I see as a non-issue, and several player were upset with this decision, seeing it as inappropriate, with at least one player leaving the group outright.

So how do I this resolve fundamental differences in perspective between players and DM about the roles each has in decision making? Am I in the right for making the decision I did? If so, how do I resolve this group dynamic issue? If not, how do I repair these ingresses?

Can the bonus action Two-Weapon Fighting be used with a hand crossbow after making an unarmed attack?

I’ve started a Blood Hunter at level 3 and am using unarmed attacks. Since I’m not holding a weapon in my hand, could I strike with an unarmed attack, then use a hand crossbow in the other hand to make the attack? It would look like this:

Punch Load weapon (part of the Ammunition trait) Fire hand crossbow

Can the bonus action Two-Weapon Fighting be used with a hand crossbow after making an unarmed attack in this manner?

How can I stress my players’ resources while making the stressors feel natural without simply adding more combat encounters?

In a weekly campaign I’ve been running my players have recently reached levels where they are obtaining some of their core abilities. One of my players is a druid, who has chosen the wild shape-focused Circle of the Moon. Now that he can transform into a brown bear as a bonus action his character has made me notice a flaw in my session design: my characters seem to never be at a loss for abilities, spells, and the like. Encounters – combat encounters especially – are always too easy for them.

I should point out that this is my fault, not theirs – if anything they are taking fewer rests than what would probably be considered normal. I find fitting in the recommended number of combat encounters to be immersion breaking. Tossing so many random combat encounters at a group who is making a day trip to kill an ogre harassing a nearby farming village feels very manufactured. The timescale also feels a bit prohibitive – running into so many hostile groups in a single adventuring day seems odd.

The focus of my campaign is the story, not combat. Combat-heavy segments are definitely within scope, likely solving the problems I’ve mentioned, but they will not always be appropriate. I am specifically interested in solutions for when combat-heavy play is not a good option.

How can I stress my players’ resources while making the stressors feel natural without simply adding more combat encounters?

Help making my villain who wants to rid my D&D world of all magic [on hold]

So, who I plan on making the big bad of my current campaign (a powerful wizard who tapped into the magic of the void and is almost invincible [ofc not really cause they need to be beatable] when it comes to magic), I want to give the goal of trying to absorb and ‘delete’ all magic in the universe other than themselves, making them the sole magic user and holder. But, this is D&D and I want a huge epic final battle and it will be hard with no magic! Basically, what this villain is doing is going under the guise of this omniscient being that stops really powerful magic disasters (that they put into play) so that they can convince everyone to reject magic (all magics arcane and divine). But I just don’t know what to do to keep this idea going, I would really appreciate some help!

What are the ramifications of making the Battle Master fighter’s Commander’s Strike maneuver no longer require the Attack action?

The Battle Master fighter’s Commander’s Strike maneuver (PHB, p. 74) states:

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

However it is currently the only maneuver that actually requires you to take the Attack action. I found this odd, and the rare times that this fact came up, I simply ignored it, allowing it to be used with any sort of attack. I have thus made the following changes as a house rule:

When you make an attack on your turn, you can forgo the attack and use a bonus action to direct one of your companions to strike […]

It would still be limited to one use per turn, as you only have one bonus action on any given turn, but perhaps there is some issue that results from this which I haven’t noticed. What are the ramifications of this change?

Making an enemy shoot every few seconds

so I am making a 2d canvas game in Javascript and I want the enemy mobs to shoot a bullet every let’s say 3 seconds. I’m almost done with the code , i made everything i just don’t know how to make the function repeat.

//this is the enemy object  function Enemy(x, y){  this.sprite = enemySprite;  this.x = x;  this.y = y;  this.shooting = function(){     while(enemyBullets <= bulletsPerTick){         var enemybullet = new enemyBullet(this.x , this.y);         enemyBullets.push(enemybullet);//i'm adding the bullet object to an array .     }     for(var i = 0; i<enemyBullets.length;i++){         enemyBullets[i].show();         enemyBullets[i].move();//if there is an element in the array , draw and update the bullet.     } }// i left only the important elements of the object needed to answer my question     //this is the enemy bullet object     function enemyBullet(x, y) {     this.x1 = x;     this.y1 = y;    this.r = 5; = function ()      ctx.beginPath();     ctx.arc(this.x1, this.y1, this.r, 0, Math.PI * 2);     ctx.fillStyle = "black";     ctx.fill();     ctx.closePath()//drawing the bullet } this.move = function () {     this.x1 = this.x1 - 5;//updating the bullet } 

In my main file , i have a function draw() which is in requestAnimationFrame(draw):

for (var j = 0; j < enemies.length; j++) {             enemies[j].show();//here i spawn the enemy sprite             enemies[j].shooting();//this is the function which adds the bullets to the array , draws them and updates them.         } 

Basically , when i press the start the program now , only one bullet flies and disappears and i want that process to continue over and over again every few seconds , let’s say 3 seconds for example , i tried to add enemies[j].shooting() in an interval and timeout but they are in draw, which is in requestAnimationFrame and it doesn’t seem to work , if anyone have any clue how to help me I want every advice possible. Also if you need more information about the problem , let me know.

How would I go about making these arrows more intuitive and informative?

Currently, in an each of the rows of a table I have an arrow attached, which depending on whether the some number on its right, increased or decreased from the last time, changes its direction, thus, user doesn’t have to click on a row and check the popup menu to figure this out, and he can just see it right when scrolling over that table.

My arrow also changes its color – from bright orange, to dark, almost black color, depending on when was the last change committed to that row’s number.

I thought its okay and pretty intuitive, and my client understood what arrow directions mean, but didn’t understand what colors do, and I think they didn’t even notice the difference between them(the colors)(Generally, all they’ve been looking at for their life in computers was Excel and IOS ui, so my web app’s UI is unusual for them)

Here is the picture of what it looks like right now(Arrows on the left): enter image description here

I need help in figuring out how to make these arrows more intuitive, so that I won’t have to put a “map legend” somewhere on the page(They should tell how far in the time were last changes committed, and they also should show a direction depending on whether change was positive or negative).

Thanks in advance.

How to solve Application is not registered in our store. error while using GRAPH API for making a call?

I am trying to make a call in one of the channels in MS Teams via Postman.

I followed all the steps mentioned in the below article. I have also given all the required permission.

Create Call to Teams using GRAPH API – BETA

I am able to successfully retrieve other beta APIs but with /beta/app/calls I am getting the Application is not registered in our store error.

Initially, I got Unsupported AAD Identity error but, that I solved as per the steps mentioned in the below reference.

Solve Unsupported AAD Identity Error

Note: I tried to make the call from SPFx web part but over there also I am getting the same error.

My main goal is to make a call to channel of the team and all the members should get the notification for the same. (Same as meet now button’s functionality in teams app)

Any help will be appreciated. Thanks in advance.

Making the contents of a Sub Directory appear more prominent

Lets assume that you own a number of zines or small blogs that are all different in theme, and all rest on seperate domains: . .

Visitors to these sites would assume they are all completely independent of each other, and that none are related (unless you specified it).

But lets assume that you own a single domain and place each blog inside of a dedicated sub-directory: . .

In this case, /x/ is a really a sort of fake directory, containing an index page that automatically redirects back to

Now the problem is that visitors to the site will make the assumption that you own more than one blog, and doing a search for may result in them finding the contents of your other online blogs.

So, without registering multiple domains, is there a way to make it appear that the blog a visitor is looking at is the only one you own?

Human (Mark of Making)

In regards to Magecraft can someone help define how long “temporary magic item” last. Also, How many of these Items you can have at one time.

for example a pair of wrist wraps that will allow me to cast Toll of the Dead first turn/action, and on second turn/action/reaction,bonus action cast Firebolt.

In WGE Magecraft. You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace it with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips.