## Reused Avatar moves mesh

I have a humanoid avatar and it’s animation controller. I also have two different human meshes, they’re quite similar.

When I use the generic avatar and it’s controller in the animator the meshes shot out into the sky and perform their animation correctly.

The animations run normal they just move in weird directions and don’t stay in their original locations.

How to fix it so the mesh doesn’t move far away and retain original position?

## What happens when a Scrying target teleports away, or moves through a portal?

As the title says, I am unsure on the RAW or RAI of what would happen if a target who is being scried upon were to use the Teleport spell, or some other instant travel spell, for intraplanar only travel.

The relevant parts of Scrying:

You can see and hear a particular creature you choose that is on the same plane of existence as you.

On a failed save, the spell creates an Invisible sensor within 10 feet of the target.

The sensor moves with the target, remaining within 10 feet of it for the Duration.

If the target were to travel outside the plane, then they would cease being a valid target for the spell. However, if the target merely travels within the current plane, does the sensor teleport alongside them? Or does the spell simply end? Or some other effect I haven’t considered?

And is it different for spells where the target physically moves through a portal, vs just disappearing and reappearing? e.g. Arcane Gate vs Dimension Door.

## When do moves end?

There are a lot of moves that have lingering effects. For the purpose of this question, let’s take "ingrain" as an example. Ingrain states:

Ingrain applies a Coat to the user, which has the following effect; the user cannot be pushed or pulled, and cannot be switched out. At the beginning of each of the user’s turn, the user gains a Tick of Hit Points.

Does this last until the end of the scene? Or can the user end this effect at their own volition? If the latter, what kind of action does it take to end this effect?

## Which moves are triggered by the passage of in-game or real time?

In MASKS: A new Generation, there are a number of moves that trigger when "Whenever time passes." There are also rules that trigger at the end of a scene, or end of a session. I’m making a notecard to remind myself what all of them are while GMing.

What is the complete list of these things?

## What’s the exact meaning of the phrase “when the target willingly moves” in Booming Blade?

The Booming Blade cantrip’s secondary effect states that “[the target] becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends”. We can deduce, then:

• That the damage does not trigger when the target is dragged or pushed around via physical means (grappling, shoving, scenario effects, etc.)
• That the damage does not trigger when the target is dragged or pushed around via magical means (Gust, Eldritch Blast with Grasp of Hadar, Graviturgist’s Gravity Well, etc.)

This seems pretty clear. However, what happens when the following cases arise?

• The target is ordered to move via the use of Command (assuming they don’t know yet that the thunderous aura is damaging).
• The target is forced to move via the use of Compulsion.
• The target is invited to move via the use of Suggestion.
• The target is Turned.
• The target is Frightened and forced to run via Dissonant Whispers.
• The target has a Geas that prohibits them from ending a turn next to an enemy if they can avoid it.
• The target is threatened into leaving the area or else. This one seems “willingly”, but are they truly willing if they are panicking because you are telling them you will cut their heads off if they don’t run?

This SageAdvice entry seems to suggest that forcing people to move via mind control spells doesn’t count as willing. However, from what I understand, Jeremy Crawford’s Twitter rulings are no longer considered official, so I was looking for something more solid to make a RAW judgement of this interaction.

## How many tiles do a crature larger than medium moves?

A large creature on a square-tile map takes 2×2 spaces. If the creature can move up to 30ft and the each square-tile is worth 5ft does a creature move up to 6 squares or 12?

## What happens to Wall of Fire if the surface moves

The situation I am wondering about is if Wall of Fire is cast upon a wall and then the wall either falls over or crumbles. Would the wall of fire remain floating in the air? Would it disappear? Would it follow the surface to the ground?

You create a wall of fire on a solid surface within range.

## Find best sequences of moves in matrix using Dynamic Programming

I tried to write a dynamic program to solve the following problem.

Given a $$n \times m$$ matrix $$A$$, select a one element per row in order to maximize the following measure $$m$$:

• Each selected element $$a_{i,j}$$ that is on the last row $$(i=n)$$ or directly above the element $$a_{i-1,j}$$ selected in the previous row contributes $$a_{i,j}$$ to $$m$$.
• Each element $$a_{i,j}$$ that is not on the last row and not directly above the element selected in the previous row contributes $$-a_{i,j}$$ to $$m$$.

For example:

Matrix: $$\begin{bmatrix} 4 & 9 & 4 \ 3 & 1 & 2 \ 3 & 5 & 8 \ \end{bmatrix}$$

Output: 16 (8 – 1 + 9) (From bottom row to top)

Another example:

Grid:

$$\begin{bmatrix} 9 & 2 & 1 & 3 \ 3 & 7 & 6 & 1 \ 1 & 2 & 3 & 9 \end{bmatrix}$$

Output: 15 (9 – 3 + 9) (From bottom row to top)

My idea is to compare between 3+3+4 and 3-1+9 and 3-2+4 and so on.

Here is my method of doing it:

int row, col; int max_score(vector<vector<int> > grid, int r, int c) {     int result = 0;     if(c > 0 && c < col - 1 && r > 0) {         result = max_score(grid, r-1, c) + grid[r-1][c];         result = max(result, max_score(grid, r-1, c-1) - grid[r-1][c-1]);         result = max(result, max_score(grid, r-1, c+1) - grid[r-1][c+1]);     }     else if(c == 0 && r > 0) {         result = max_score(grid, r-1, c) + grid[r-1][c];         result = max(result, max_score(grid, r-1, c+1) - grid[r-1][c+1]);     }     else if(c == col - 1 && r > 0) {         result = max_score(grid, r-1, c) + grid[r-1][c];         result = max(result, max_score(grid, r-1, c-1) - grid[r-1][c-1]);     }     return result; }  int main() {     int a, result;     cin >> row >> col;     vector<vector<int> > grid( row , vector<int> (col));        for (int i = 0; i < row; i++) {          for (int j = 0; j < col; j++){              cin >> a;             grid[i][j] = a;          }      }       for(int i = row - 1; i > 0; i--) {         for(int j = 0; j < col; j++) {             result = max_score(grid, i, j);         }     }      cout << result << endl;     return 0; } 

I was getting the wrong result of this. Any suggestion will help. Thank you!

## Consider the language L = {hM, wi | M on input w moves its head left at least once, during computation on w}. Prove whether L is decidable or not

I feel like this is a decidable language. But I dont know the algorithm to prove that it is decidable. any help would be appreciated

## What labels should be used when moves referencing playbook-specific features are taken as a move from another playbook?

A few playbook moves reference labels connected to playbook-specific features – for example the Protege’s Venting Frustration, allowing the character to roll the label their mentor denies to directly engage a threat while Angry.

When taken as a “take a move from another playbook” advance for a character who doesn’t have the playbook feature in question, how would you decide which label a character should use?

This is well into the realms of GM discretion and will often come down to the details of the specific character and move in question, but I’d like to know about people’s strategies and methods for making this sort of decision.