Do objects (like doors) start with a base Defense of 10?

When Damaging Objects, considered to be Defenseless:

Inanimate objects are defenseless by definition and therefore subject to finishing attacks (see the Finishing Attack maneuver): essentially, you can choose between making your attack on the object as a routine check or, if you make the attack check normally, gaining an automatic critical hit if your attack hits, for a +5 bonus to effect.

This is all fine and good, except that the last time I had to adjudicate this, with someone trying to kick a door down, they objected to me starting with the Base 10 defense for the door, namely they chose to Power Attack, and where already damage shifted, and completely missed the door. I can kind of see their point that a door shouldn’t be that easy to miss hitting. I think I described it as more of a "glancing blow", that they were trying so hard to hit it hard that the blow just skidded off of it. But the question does remain, should a Defenseless object the size of a door start with a defense of 10 such that the average bystander has a little more than a 50/50 chance of actually hitting it if they’re trying to hit it hard? Am I reading the rules wrong? Did the player maybe just get a little too greedy in trying to do more damage?

Can musical instruments under the effect of Animate Objects be used to make music?

Can Animate Objects be used to make musical instruments produce that instrument’s music?

The spell’s description is a bit vague as to how much control you have over animated objects for non-combat purposes.

Wind instruments probably wouldn’t work but I’d assume mechanical instruments could work, such as accordions or drums.

Map two input streams, one graphics objects and the other characters through Show

The question is how to sequentially execute Show with two streams of input. The first is graphics object stream and the second is a character stream for supplying labelling for the graphics. I tried

ss={{ListPlot[x1]},{ListPlot[x2],…};labelling={aa,bb,cc,dd….}; Map[Show[#1,PlotLabel->StringJoin[#2,”…”,”…”]]&,{ss,labelling}]

I tried both Map and MapThread to inconsistent results, i.e., works sometimes and not work some other times. It became consistent when I put the labelling elements into individual curly brackets, i.e., labelling={{aa},{bb},{cc},(dd)) Wonder why is this the case?

Using nested objects for pointers with Javascript – Design concept

So, I am designing some data structure and I am curious if there are anything that specifically advises against having multiple object pointers within one master object. I found questions about C++ and it definitely seems doable in js also. I have tested it and it works, but I am just curious if it just is a terrible programming no-no. If it indeed are some major drawbacks, can describe them for me? When should I not use such structure?

a={}; a.b={}; a.c={}; a.d={}; e={};  a.b.sub1={name: 'a.b.sub1'}; a.c.sub1={name: 'a.c.sub1'}; a.d.sub1={name: 'a.d.sub1'};  a.e.arr=[]; a.e.arr.push(a.b.sub1); a.e.arr.push(a.c.sub1); a.e.arr.push(a.d.sub1);  a.b.sub1={name: 'test'}; console.log(a.e.arr[0].name === 'test'); // true 

Can objects step sideways by themselves?

In my Werewolf game, the players have to assassinate someone. A rank 1 theurge wants to shoot the target with a sniper rifle.

But they want to make the bullet a talen that enters the Umbra when it’s fired, then exits just before it hits its target. Their theory is the bullet will be invisible and can pass though walls.

As this sounds like a very Glass Walker or Weaver tech thing to do, is there anything in the core rules or supplements that would allow or disallow this (like a variant of the rank 4 gift “Grasp From Beyond”)?

My instinct is to rule “no”, but I’d prefer to have concrete grounds for doing so, as I hate being an arbitrary judge.

Thanks.

How does the Leviathan’s Tidal Wave interact with objects?

The ability in question is mechanically similar to the Tsunami spell, which only affects creatures. However, the Leviathan is a siege monster, and its description states:

Siege Monster. The leviathan deals double damage to objects and structures (included in Tidal Wave).

Tidal Wave (Recharge 6). While submerged, the leviathan mag- ically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one. At the start ofeach of the leviathan’s turns after the wall appears, the wall , a long with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end ofeach turn the wall moves, the wall’s height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. A creature caught in the wall can move by swimming. Be- cause ofthe force ofthe wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn.

1. Does the wave move through walls? What happens when the tidal wave encounters a wall, or any object whose size is significant compared to the wave? Does it clip through the object, like bad Roblox physics? Possibly killing everyone inside? I have a proposition: the wave damages the object, and if the damage is enough to collapse the wall, then it moves through the object. Perhaps if it is a ship, then you could describe it as the ship being capsized. However, if the wave isn’t enough to destroy the object, then the wave curves around it. Forget conservation of mass, if the object is bigger than the wave, then perhaps it could ghost through it (move through it but without existing inside it) and reappear behind it, if the object is small enough.

2. What happens if a creature, caught by the wave, hits an object ? Let’s say that you hit an object big enough not to be destroyed by the damage, what happens then? Surely you wouldn’t phase through the object to continue following the wave, nor would you curve around it to do so (it might not always even be possible).

3. How much damage does Tidal Wave do to objects? The rules for siege monster would indicate that the damage (6d10, 5d10…) is doubled for an object. So 2x(6d10) …?

This is about a CR20 monster whose description states that it destroys coastal settlements. So surely it can damage buildings, but in-game, how does it work?

EDIT1: Perhaps this would help:

Water Form. The leviathan can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Surely a wave is more so water than a monster? So perhaps the wave can also enter a closed space, so long as there is at least 1 inch of space? Does this make sense?

How do spells and massive objects (like ships) interact?

The DMG, on page 119 has stats for different vehicles. They usually have multiple hundreds of hitpoints. However, isn’t a boat a massive object? If it were, it would be subject to the rules concerning objects: on pages 246-247. The rules for objects state that:

That said, one torch can burn a Huge tapestry, and an earthquake spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object’s hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section’s hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.

So would a ship not work similarly? If you used a spell to blow a hole into the side of the ship, could you not make it fill up with water and sink? Spells like Meteor Swarm come to mind, on average it’ll do around 160 damage (I believe it also applies to objects), this isn’t enough to destroy most ships (fair enough, the blast is too small), but surely it could destroy enough of the hull to sink most vessels, no?

For the frightened condition, do transparent objects block line of sight?

There seems to be some discrepancy regarding the frightened conditions’s line of sight rules, since line of sight is not clearly defined. Perhaps intentionally so. Frightened’s disadvantage on ability checks is what I’m concerned with here.

A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.

Since you can’t cast spells through wall of force or semi-transparent objects, should the frightened condition follow similar rules? Does a piece of glass block line of sight? Can you draw a metaphorical line of sight through transparent barriers and objects?

We already know that simply not being able to see the creature does not negate the disadvantage. My question is whether or not being able to see through a barrier affects that disadvantage.

Greedy algorithm to divide objects into the lowest number of groups of a maximum size

I have n objects of independent size s, and need to group them so that the sum of the sizes of each group is smaller than a given maximum size, and the number of groups is the smallest possible.

I already tried a brute force algorithm that orders the objects in all possible permutations and then, based on their size and the group max size, divides every permutation in groups based on the order. This algorithm is very slow and therefore I want to find a greedy one, but being new to the topic I can’t think of a good way to start.

My idea would be to start building the first group from the largest object, and then adding more so that every time I add a new one, the difference between the max size and the size of all the objects in the group is minimized. Is this a good starting point?