Is it possible to get full attack’s worth of attacks when throwing a weapon with returning magical ability? If not, are there ways to get returning to each of thrown weapons without investing lots of money to multiple copies of returning thrown weapons?
please do anyone know a plugin or maybe code that allows you to automatically change the category of a custom post type after a certain number of days. Lets say after 7 days the post type "health" with "Category A" will automatically change to "Category B"
Any program that counts a set of numbers that "succeed" (i.e being GREATER THAN the set target number) over a variable DC between 1 – 10? I ask this due to a certain system called the "Storyteller" system. In this system the ST / Storyteller (essentially the "Dungeon Master") can set an aforementioned DC number between 1 – 10 whenever a Player or NPC wants to do an action.
The nominal DC for most actions is 6, but is adjusted higher for more difficult tasks and more lower for trivial tasks.
The slight trouble arises when playing a specific game called "Aberrant". I have a separate Dice Rolling program for my own use, but I need another program that automatically counts a specific set of numbers as I’ve said. This due to the fact that certain genned characters can have high stat values.
For instance (this is an example character); a certain character could have Armor (Armor as in naturally occurring in their body, which can range from rocky scales, hardened fur, or just normal seemingly tough skin). Each "dot" (or point if you will) in "Armor" gives +3 Soak. So if this character has maxed Armor of 5 dots, they’d have a pool of 15 soak against damages down to them.
Next if the character has Stamina 5 and Mega-Stamina 5, they gain +10 extra soak.
Now lets also say our character has the power "Bodymorph". Within the general schema players or the ST in general for genning up an NPC can determine the state of matter / energy the character can change into. So if the character specialized in a "Steel" Bodymorph and allocated their dots to have "Armor, Armor, Armor, Armor, Density Control (Increase)"; that can add +12 extra soak count the 4 Armor powers inputted into Bodymorph.
Totaling all of this, the this can amount to a soak pool of 37. The Dice Program I have can roll up to a 1000 dice, but the program is it wasn’t made for the Storyteller system in mind and doesn’t automatically count for you "Successes". Is anyone aware or know of any program I can use for counting numbers over a set "target" DC number?
Because lets say I roll a 123d10 and come with a set of numbers like this:
1 4 6 2 2 10 7 2 7 9 2 8 2 9 10 5 3 2 1 4 4 8 2 7 8 7 10 10 3 7 8 9 1 10 6 9 3 6 10 9 7 3 5 5 5 6 3 1 3 9 1 1 4 5 5 4 8 1 10 7 3 4 8 3 4 7 9 3 6 3 10 6 10 10 5 2 5 2 3 8 3 5 4 8 7 1 6 10 9 8 10 4 6 10 8 10 4 3 9 9 6 10 1 2 10 6 8 8 8 9 3 5 6 2 4 4 7 8 8 7 2 5 3
I’d be quite tedious to manually count them all specifically to see which number has met at or passed "6" everytime when rolling for a high statted character of somesort.
Trying to find out how many spell slots a warlock could have at a given time. Level 20, access to any magic items that can give spell slots, but only one of each (no duplicates), and straight warlock- no multiclassing.
Been hitting a nail with this one as i’m very amateur with php. I have a loop in tag.php but it shows all posts with that tag – how can I limit the number to say, 5?
<?php if ( have_posts() ) : while ( have_posts() ) : the_post(); ?> <h2 align="center"> <a href="<?php echo get_permalink() ?>"> <?php the_title(); ?> </a> </h2> <?php the_content(); ?> <?php endwhile; else: ?> <h2>Woops...</h2> <p>Sorry, no posts we're found.</p> <?php endif; ?> <?php wp_reset_query(); ?>
I have a function
sol defined as a solution to an equation (computed numerically). Specifically
sol[p_, a_] := NSolve[g[p, x, a] == 0, x, Reals][[1, 1, 2]]
Trying it out
sol[.2, .51] sol[.2, .52] sol[.2, .53]
gives .51, .52, .53 — on this range it behaves like identity. Now I try
ND[sol[.2, aa], aa, .51 ]
and instead of giving me 1 as I would expect, it gives me very long expression involving variable x. I am not using the variable
aa anywhere else in the code. And yes, I have done
How is this possible? It seems obvious to me that it has to return a number! How can it return anything else?
Edit: here is the whole code (I have simplified it a little bit)
Needs["NumericalCalculus`"] g[ x_, a_] = D[RealAbs[1 - x]^1.2 + RealAbs[a - x]^1.2, x]; sol[a_] := NSolve[g[ x, a] == 0, x, Reals][[1, 1, 2]]; ND[sol[aa], aa, .55]
I am trying to create a ranked-customer-search that will order results based on "most likely correct". We have several factors we search by, but to keep it simple I will stick with just name, phone number, & email. The goal is that if the customer has an existing account, we use that instead of creating a new account.
It is also worth noting that for this system, a customer account is US state-specific. So it is technically possible for a single person to have 49 existing accounts and still need to have a "new account" created, so there are often many duplicate accounts we can copy information from.
The query below uses binary values to determine the rank of a result. So a match based on a phone number (0100) scores higher than a match based on name (0001) or email (0010). This works pretty well but isn’t quite ideal. For example, an account that matches both email & name will rank lower than an account that matches only a phone number. Unfortunately, this is pretty much my limit when it comes to creating queries.
UNIONs below are required because they allow better indexes to be used)
SELECT results.id, SUM(results.score) AS total_score FROM ( ( SELECT c1.id, 4 AS score FROM customers c1 WHERE c1.phone = :phone ) UNION ALL ( SELECT c2.id, 2 AS score FROM customers c2 WHERE c2.email = :email ) UNION ALL ( SELECT c3.id, 1 AS score FROM customers c3 WHERE c3.first_name = :first_name AND c3.last_name = :last_name ) ) results GROUP BY results.id ORDER BY total_score DESC LIMIT 10;
I am not sure how to change it so that matching multiple less-important factors ranks higher than a single important factor?
Also, since this is my first time creating a search query like this, there is likely a better and/or more standard way of doing this; so any resources you can share related to this would also be greatly appreciated!
I like the idea of creating a tricky, illusion-wielding, stealthy Cleric of Sivanvah (“patron goddess of illusion magic, tricksters, and those who keep secrets”).
I know I can make a Cleric with the Trickery domain (or one of its subdomains) for a smattering of tricksey spells. I know that if I use the Ecclesitheurge or Theologian archetypes, I can use my non-domain slots to cast those spells more often… but I will still have very few illusion spells to choose from. What I’d like is divine caster:
- Whose spell list contains more than 1 illusion / level
- (Bonus points) if it provides enough skills points to more easily be stealthy
Is there a Pathfinder class (or, more likely, archetype) that casts Divine spells but has access to a significant number of illusion spells?
My DM might consider 3rd party, but 1st party is preferable.
I recall in Warhammer v1 that Clerics of Ranald (their god of thieves) used the Illusionist’s spell list, but otherwise worked as Clerics, and I wonder if I’ve missed an archetype somewhere that does something similar.
If not, I feel like the classes that comes closest to my vision currently would be a Sorcerer or Mesmerist, reskinned as divine…but I wonder if there’s something better out there (perhaps as an archetype for Clerics, Inquisitors, or Warpriests).
I will preface this question by stating that the hypothetical situation proposed below will obviously only work as long you have a die with a number of faces equal to the number of enemies.
Suppose we have a party of PCs and they encounter 8 identical hostile enemies. Once of the PCs is a wizard, and decides to cast Fireball in such a way that it will hit all 8 enemies at once. Since we don’t roll to-hit with Fireball, all the enemies just make a Dexterity saving throw. These rolls would normally be rolled for each discrete enemy for a total of 8 individual rolls.
Would it be entirely unfair to roll a single d20 and a single d8, and if the d20 roll succeeds on the Dex save, rule that the 1d8 roll is the number of enemies take half (or full) damage, and the rest take full (or half) damage? Conversely, if the Dex save fails, all enemies take full damage.
I’m considering an approach to speeding up dice rolls for large packs of enemies, but I can’t really tell outright if the above scenario is unfair. My first impression is that it might skew based on saves or AC (if we’re rolling to-hit instead of for saves) and number of enemies.
For the example let us consider two sets of outcomes: one for a pack of Kobolds, and one for a group of Bandits.
I know this all essentially boils down to dice math, but I’m not the greatest at it and would appreciate the help evaluating whether this is fair, and what the reasonable thresholds are.
I have read elsewhere for Numenera and the Cypher System as a whole, that there are no limits on the number of artifacts a character may possess. However, I have both the Discovery and Cypher System rulebooks and have yet to identify the source for this rule. Does anyone know where this rule comes from? Also, without limits, how does a GM know how to balance access to artifacts with Tier level?