I want Lay on Hands, but I think Paladins are campaign-wreckers and won’t play one. What are my options?

I’ve DM’d for Paladins as PCs before, and my experience is that they can unwittingly derail a campaign, even without any effort or powergaming on the part of the player. As such, now that I’m a player, I refuse to play a Paladin. I don’t want to inflict campaign-derailing sidequests just because I accidentally broke the Code and have to go on a redemption quest just to be a useful party member; I don’t want to torment my DM with at-will detect evil, like I have been tormented.

I still like the character concept and some of the abilities though; I especially like their Lay on Hands class feature. So, as a first stab at finding acceptable alternatives to the Paladin class, I was wondering if there were abilities one could acquire that work just like or very close to Lay on Hands, but without being a Paladin.

Changed URL for a page that was indexed by Googlebot. Will redirect 301 from the old URL to the new one. But what to do with my Sitemap?

I’m planning to change a url for one of my site’s page.


From: https://www.example.com/old-post-slug

To: https://www.example.com/new-post-slug

The fact is that Google has already indexed the old url: https://www.example.com/old-post-slug

And from these DOC’s, we see that to avoid lose page ranking we should respond with a 301 - Moved permanently from the old URL pointing to the new URL.


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I get that I should redirect (301) from the old URL to the new one. So when Google re-crawls, it will see that change. But what should be on my Sitemap? The old URL or the new one? Or both?

I tend to think that it would be best to keep only the new url on my Sitemap. But what if Google crawls the new URL before it sees the redirect from the old one? Wouldn’t the new page URL start off as a new page (from Google’s index perspective) with zero ranking points? How does Googlebot handles that? What is the recommended practice?

What SAN value is ‘one fifth of current sanity’ measured against to determine indefinite insanity?

The rules for Indefinite Insanity state that it kicks in after a character loses…

a fifth or more of current Sanity points in one game “day”

Given that SAN loss might be occurring at various intervals throughout the day, what is the ‘current sanity’ against which ‘one fifth’ is measured? Is it the character’s SAN at the start of the day?

I am trying to print a string of values from an array with a , after each one. I pass accrueScore 15 10s and get 15 0s back

I explained this in my program. Goal is to have all values int eh array print with a “,” after. I’ve tried to create a new array to store the values but that didnt work. I tried to make a for loop to add the , but that didn’t work. no matter what i do i get 0s back

 //** This is supposed to limit inputs to 15 and either store max min or   /nothing.  Sum the values. As long as the score is between 0 and max */ public void accrueScore(int score){         array = new int[this.MAX_SCORES];         if (score >= 0 && score <= this.points){             this.sum += score;               if  (this.count == 0){             this.max = score;             this.min = score;         }             else if (score > this.max){             this.max = score;         }             else if (score < this.min){            this.min = score;         }             else if (this.count < 15){            array[this.count] = score;         }             else{         }          this.count++;     }      }    // This is the part that i am trying to have print the values from above     public String getScoreList(){       String result = Arrays.toString(array);       return result;     } 

How to make a ‘One Hit and Dead’ platformer feel fair

I am currently making a run ‘n gun platformer, in which the player dies instantly when they get hit. I’m curious how to make this feel fair. I’m aware of putting checkpoints frequently enough, allowing the player to retry almost instantly, and merciful hitboxes. But I’m curious to know how I should go about level design?

You see, games like Hollow Knight let you learn how to avoid taking hits early in the game by giving easy challenges. If you get hit by something unexpected in Hollow Knight, you can always focus and gain some health, and it wouldn’t feel unfair. If that happened in my game, that would feel unfair.

Since I’m designing a Megaman-X like game with a boss at the end of each stage, how am I supposed to go about teaching the player how to dodge fast moving projectiles that you would only know how to dodge after seeing how they act?

And yes, there is going to be a first level before you can go play the other ones in whatever order you like.