Making pit traps more interesting

I’m currently running the Barrowmaze campaign, which has many 10x10x10 ft³ pits. When reading the campaign, I thought they would be quite interesting, and serve as obstacles the characters would need to come up with creative ways to get over, or go around.

After encountering a few pits, I see they are mostly just a minor annoyance to the players. They are only really a danger when unrevealed, when a character can accidently stumble into them. Once they are revealed, they can simply jump across them. Jumping with a 10 ft running start allows characters to jump up to their strength score in feet. Most characters have a strength score of more than 10, so they clear it with ease. Then they throw a rope back across for the one character with a strength of 8.

Is there a way to make such pit traps more interesting?

Making the Ancient One from Dr. Strange [closed]

After seeing her in action in the movie, it looked like a fun character to try and make. Though, despite being called the sorcerer supreme, she feels like a variant of monk (with the magister template from Faerûn) while Strange himself is more of a wizard.

So, what would be the best direction to start for a melee/conjured weapon character that can port around on this plane and others, as her situations require? Sorry to be a nuisance if this or similar post has been asked already

How should I prevent a player from instantly recognizing a magical impostor without making them feel cheated?

In the campaign I’m running, I’m looking to introduce an NPC who is secretly an antagonistic oni in disguise. An oni’s shapechange feature, however, is explicitly described as magical, and one of my players is a warlock with the Eldritch Sight invocation. I’m worrying that the warlock might decide to use Eldritch Sight during the first encounter with the oni, before the party should have any reason to suspect them, and expose the NPC as an impostor way before I’d like them to.

However, I don’t like to just decide that the oni is immune to the effects of Detect Magic, or has a magic item that protects their identity, or knows Nystul’s Magic Aura, or anything like that. I feel like that wouldn’t be fair to the warlock’s player; after all, they specifically took the invocation to be able to detect magic at their leisure.

Ideally, I’d like to find a way to hint that the NPC might have some mystery surrounding them if the warlock decides to have ES active, but subtly enough to where the PCs won’t immediately distrust or attack the NPC.

Pointers on making my first ever video [closed]

I have had a love for video games for years. Hack and slash, rpg, mmorpg, racing, first and thrid person shooters, and open world, story driven games. I’m looking to start in making my own and first ever game. I will be doing this by myself, on my own time, and my own money, so I’m doing this for mainly practice and honing my skills, so no big, overly ambitious ideas yet, but I’m looking for what would be a good program to start breaking ground in training myself in making video games and being able upload them.

Pointers for making my first video game [closed]

I have had a love for video games for years. Hack and slash, rpg, mmorpg, racing, first and thrid person shooters, and open world, story driven games. I’m looking to start in making my own and first ever game. I will be doing this by myself, on my own time, and my own money, so I’m doing this for mainly practice and honing my skills, so no big, overly ambitious ideas yet, but I’m looking for what would be a good program to start breaking ground in training myself in making video games and being able upload them.

How can a GM subtly guide characters into making campaign-specific character choices?

Note: the example I’m giving is D&D focussed, but the question is system-agnostic.

We’re in the early days of a new D&D group. If it keeps running, I’m planning to transition the players into Storm King’s Thunder once they reach 5th level. Storm King’s Thunder is an adventure that features a lot of giants.

I allowed the party to defer some character creation choices so we could get playing faster, and one of them has an unused language slot. The party also has a Ranger and the revised version of the class can, at higher levels, choose an epic foe against whom they get combat bonuses.

It would be very sensible if that unused language could turn out to be giantish and that the ranger could take giants as their epic foe. It would also be nice if I didn’t have to lay out to the players that there are giants in store later – they’re all new, and they won’t guess.

Are there any good story-driven ways that a GM can help "guide" players toward making character creation choices that fit the planned campaign?

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Does the distinction between left and right hand matter when making an off-hand attack? [duplicate]

Clara the Fighter finds herself facing a huge undead, the Frost Giant Skeleton. She attacks twice with her scimitar, and again with her light hammer! The undead reels back as it takes bludgeoning damage, which it is vulnerable to!
On her next turn, can Clara make the Attack Action using her light hammer instead of her scimitar without switching hands?
Here’s the breakdown (assuming all attacks hit):

Turn 1
Action: Attack (scimitar, right hand) = 2 x (1d6 + Str) slashing
Bonus: Off-hand attack (light hammer, left hand) = 1d4 bludgeoning, x2 because of vunlerability

Turn 2
Action: Attack (light hammer, left hand) = 2 x (1d4 + Str) bludgeoning, x2 because of vulnerability
Bonus: Off-hand attack (scimitar, right hand) = 1d6 slashing

Is the above allowed?

Making a notebook unsavable, so that I don’t accidentally mess up the code

I have an algorithm in a notebook that I don’t want to change. I used it regularly. I’m afraid I might accidentally modify a parameter. I’d like the notebook to be executable, perhaps editable, but permanently unsaveable. I’ve tried to accomplish this byHowev Preferences>Advanced>OptionsInspector>NotebookOptions>FileOptions>Savable->False. However, it appears that this setting is lost when I quit Mathematica. Is there a way to make it permanent>

Making Sense of Volo’s Evoker CR

The Evoker in Volo’s is a CR 9 and I just can’t figure out how to calculate it up to that level.

AC: 15 (with Mage Armor) & HP: 66 with 2 Saves = Defensive CR 1.5

If we added in that Stoneskin is active prior to the start for resistances = Defensive CR 3

Spell Attack: +7 & Save DC: 15 with 75 DPR average = Offensive CR 11

(( Cone of Cold – 1 6th Level, 2 5th Level))

So the best I can get is CR 6 w/o Stoneskin and a CR 7 with Stoneskin.

Not sure how to boost it to a CR 9 in my studies. Was planning on making a slightly stronger Evoker but trying to get the baseline down.