Does moving behind full cover count as “leaving the opponent’s reach” for purposes of Attack of Opportunity?

Suppose I am fighting an enemy with the usual 5-foot reach. He is standing next to a wall beside an open doorway. I am in next to him in the room. Without leaving his 5-foot range, I move to the other side of the wall. Does he get an attack of opportunity?

                                                 M --------  -----    to  --------M -----  to--------  -----            EM                     E                  E 

Assume that the wall is only a foot thick and is halfway in E’s square and halfway in mine, so that E(nemy) and M(e) are in adjacent squares in the final diagram. But the enemy cannot reach me through the wall, so have I “left his reach” taking an attack of opportunity while in the doorway?

If there was no wall there, I could move to that position without provoking any opportunity attack. Does the wall being there make it easier for the foe to attack me somehow?

Does your analysis change in the 3-dimensional case where the creature potentially leaving reach is an incorporeal creature moving from the square next to an enemy to the square (cube) next to and below the enemy?

Would the Magnificent Mansion if cast on a moving object remain where it was cast or stay with the object?

The question has arisen in my mind on whether when a mage has cast a Magnificent Mansion (5e) while on an object that is in motion (boat, airship, giant alpaca, etc), would the doorway to the Mansion then remain static in place?

The relavent wording from the spell: "You conjure an extradimensional dwelling in range that lasts for the duration. You choose where the entrance is located. The entrance is 5 feet wide and 10 feet tall…"

I could see that this would indicate that the mage has chosen the location to be the giant alpaca and as such that is where the door would remain located. Or that the mage has chosen the place in space that the door is located and as such the door would remain there despite the alpaca continuing to move forward. Or perhaps something else might occur…?

Match types don’t apply after moving to “Create Ads” step” in Google Ads

I’m trying to set up a Google Ads campaign. On step 2 "Set up ad groups" I add keywords to Ad groups with match types:

+ipad +apps
"ipad apps"
[ipad apps]

Then I click "Save and Continue" and on Step 3 my keywords appear changed to:

ipad apps, +ipad +apps

Then I click back to Step 2 and I see the following:

ipad apps
ipad apps
+ipad +apps

For some reason, my keywords are changed to "broad match". How to prevent this behavior? What do I need to do to turn on Matching Types?

Do ball bearings require more than 1 save when moving across the tiles?

Ball bearings cover a square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. But is this for every square they move across?

And if it is once per ball bearings, what happens if they enter a 2nd patch of ball bearings that is connected to the 1st?

How do I keep the game moving without undermining player agency?

In basically every game I’ve run or played, regardless of the system, I’ve encountered the same problem: things that should be quick decisions end up taking ten, twenty or even thirty minutes, and not for any really good reason. Gameplay generally goes something like:

GM: Okay, you’re standing on the edge of the forest.

Player 1: Okay, I ready my bow and start forward.

Player 2: Hold on, I’m still talking to this other guy.

Player 3: Did we stock up on bread? I need to put on my night vision goggles.

Player 4: [Crazy roleplaying thing!]

GM: Okay, are you guys going into the forest?

Player 1: I am, yeah.

GM: Okay, but are you going alone? Is anyone else going?

Player 2: One sec, I need to cast detect evil.

GM: Okay, what about everybody else? Is player 1 in the forest by herself? What’s happening?

And so on …

Since part of the point of playing roleplaying games is being able to manifest your own character and make your own decisions, it’s hard for any one player to enforce a consensus in the group (except in some rare cases), and it’s even harder for me as a GM to justify undermining player agency by just saying, "Okay, well you’re all in the forest now." What if Player 2 feels cheated because he didn’t get to cast detect evil and find the scary monsters? But at the same time, when this kind of hemming and hawing happens constantly, even at not particularly crucial moments, the game really starts to drag, and more action-oriented players start to tune out. So basically, this question has two parts:

  1. As a GM, how can I design adventures to minimize these moments?

  2. How can I move players smoothly past these moments when they do arise?

I’m not interested in answers that use a stopwatch or other artificial method of advancing the game, because I find that breaks immersion. I’m looking for storytelling and facilitation techniques. Pointing out game systems that specifically avoid this is also welcome.

Also, as a corollary, is there anything that individual players can do to help things along?

Does moving a grappled foe through someone’s threatened area trigger an attack of opportunity?

If one has grappled a foe, and then succeeds on a check to maintain it, one of the options is:

You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

The attack of opportunity (AoO) rules state that:

Moving out of a threatened square usually provokes attacks of opportunity from threatening opponents. There are two common methods of avoiding such an attack—the 5-foot step and the withdraw action.

  1. Does being moved out of a threatened square by someone else (in general, or while grappled) triggers an AoO?
  2. If it does, would that trigger the "if you attempt to to place your foe in a hazardous location" clause?

moving files from veracrypt store logs on windows?

If i move a file from an non-hidden encrypted drive to my main C drive, then move the original file to a hidden container on the encrypted drive, then wipe the original file with ccenhancer/secure erase, is that doing enough to ensure the original location isnt Knowles? Or does windows log moved files by default and someone could tell if the copied file came from the encrypted drive? Additionally, do softwares like ccenhancer/secure erase remove "recently viewed" logs from applications in case they are opened from either hidden or non hidden volume?

Moving platform falls instead of following path

I was trying to make my platform move from Point A to Point B so that the player jumps on the platform. I’ve implemented the code(down below) and made all the necessary objects for it move. But, when I hit the Play button, the platform falls down and the original platform(of which I used a duplicate to make the moving platform) also disappears. Please have a look at these screenshots:

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using UnityEngine; using System.Collections;  public class PlatformMover : MonoBehaviour {      public GameObject platform; // reference to the platform to move      public GameObject[] myWaypoints; // array of all the waypoints      [Range(0.0f, 10.0f)] // create a slider in the editor and set limits on moveSpeed     public float moveSpeed = 5f; // enemy move speed     public float waitAtWaypointTime = 1f; // how long to wait at a waypoint before _moving to next waypoint      public bool loop = true; // should it loop through the waypoints      // private variables      Transform _transform;     int _myWaypointIndex = 0;       // used as index for My_Waypoints     float _moveTime;     bool _moving = true;      // Use this for initialization     void Start () {         _transform = platform.transform;         _moveTime = 0f;         _moving = true;     }          // game loop     void Update () {         // if beyond _moveTime, then start moving         if (Time.time >= _moveTime) {             Movement();         }     }      void Movement() {         // if there isn't anything in My_Waypoints         if ((myWaypoints.Length != 0) && (_moving)) {              // move towards waypoint             _transform.position = Vector3.MoveTowards(_transform.position, myWaypoints[_myWaypointIndex].transform.position, moveSpeed * Time.deltaTime);              // if the enemy is close enough to waypoint, make it's new target the next waypoint             if(Vector3.Distance(myWaypoints[_myWaypointIndex].transform.position, _transform.position) <= 0) {                 _myWaypointIndex++;                 _moveTime = Time.time + waitAtWaypointTime;             }                          // reset waypoint back to 0 for looping, otherwise flag not moving for not looping             if(_myWaypointIndex >= myWaypoints.Length) {                 if (loop)                     _myWaypointIndex = 0;                 else                     _moving = false;             }         }     } } 

Would a frightened, fleeing creature be considered moving willingly?

If I were to cast a spell on a creature that causes it to become frightened of me and spend all of its movement getting away from me, would that count as “moving willingly” for the purpose of triggering effects like Booming Blade’s secondary feature?

This could be viewed from two angles. Either, you are forcing the creature to move, rendering its movement “unwilling” – or you have frightened the creature so much that it wants to get away from you, thereby rendering the movement “willing”, to some extent.

Note that, while they also don’t trigger on forced movement, opportunity attacks still trigger on frightened, fleeing creatures (whether willing or not), since the description specifically states “You also don’t provoke an opportunity attack when […] something moves you without using your movement, action or reaction“.

In this question, which was about 4e (!), the consensus seems to be that running away due to a magical fear effect would not be willing. However, I don’t see what would be the logic behind Booming Blade taking into account that a creature moves out of fear. Does the spell “decide” “Hey, this guy wouldn’t have moved if he hadn’t been enchanted. Let’s not deal damage”? Hardly.

Spells that could be part of a situation where this is relevant:

Booming Blade:

[…] If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. […]

Fear:

[…] While frightened by this spell a creature must take the Dash action and move away from you by the safest available route on each of its turns unless there is nowhere to move. […]

Thanks in advance!

Is moving between separate attacks of the same spell unbalanced?

As stated in this question, you can’t move between attacks when casting spells like Eldritch Blast as per RAW.

My question is, if a GM would allow this to happen (cast a beam to a creature, move, and then cast the second beam at the same creature) invoking RAI or just because he fells like it, would that unbalance the game in any way ?