Are there any Feats for / ways to use spears it that reflect it’s dominance over shorter melee weapons

Spear are wildly effective weapons, in small-ish Combat Groups. In particular, when used defensively, they can keep melee attackers at bay with no ability to retaliate relatively easily. You would, for example be able to hold a 5ft-wide bridge against a mass of opponents pretty easily if they weren’t willing to rush you and sacrifice themselves.

I was disappointed to find that in DnD 5e, they really aren’t very effective or interesting weapons. They don’t even have Reach.

I’m planning to come up with some ideas for a homebrew additions to them, and propose them on here, but before I do, are there any existing official ways to make a spear behave like this?

If I ready a action (spell) in response to a companion’s attack, what is a fair GM rulling over the order of events?

In our campaign, I have a cleric who wished to use Ready an Action as his move. His idea behind this was that he wanted to ready Guiding Bolt and the condition he set was that, when one of the player (fighter) attacked a creature (one of 2 trolls), he would release the bolt beforehand. Therefore the figther would have advantage on her attack if the Guiding Bolt hit first.

I ruled that the fighter hit first, but I’m not so sure now – and feel like I was unfair in my ruling, maybe.

I can see both points of view:

  1. If I was the cleric readying my spell, I would cast the spell as soon as I noticed my fighter’s companion intention to attack a creature.

  2. But, also if I’m the fighter and I’m 5′ away from a creature, maybe my attack would land first, before the Guiding Bolt.

I would like some RAW guidance on this please. But, if not explicitly available, then a response with lived experience of a GM on a similar ruling to do with resolving oder of events.

When or why would someone use a programming language (Swift, Java, C++, Rust etc…) over an engine like Unity?

Everytime I’ve read about people asking whether they should write their game in C++ or Unity, Unity is usually the default answer, unless they want to go through the hassle of creating an engine by themselves when Unity already does everything for you. If that’s the case is there ever a case where writing a game in C++, Java, Rust etc… is better than using Unity? If so what are these cases?

Can’t scroll website over product image on mobile version

I was testing my site on my mobile phone and I noticed I can’t scroll when passing over a product image on the product description page.

Here’s the same issue on this example: http://demo2.themelexus.com/liftsupply/?product=grey-bernhard-willhelm Try and scroll over the featured shoe image on mobile version.

Desktop version has a zoom hover effect and I think there’s a script of it making conflict on mobile because I tried clearing the html classes and attributes of related tags on the inspector but nothing changed. I also deleted the class="zoomContainer" element that’s the zoom viewport but still.

Looking for some snippet to deactivate this, even in desktop version also if it’s necessary, or whatever other solution around the corner.

Thanks!

Do diseases carry over from polymorph?

I’m curious how polymorph and diseases interact.

Say the following scenario. A character of at least level 5 is polymporphed into a Giant Shark and fights an Aboleth.

Polymorph states the following:

The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast.

The Aboleth has the following attack:

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher.

So any ‘normal’ creature can get diseased by the Aboleth. But what happens to the polymorphed character after returning to his normal form?

I can see the following options:

  1. The Giant shark get’s diseased as normally and suffers the effects. When the character returns to his normal form, the disease does not carry over, irrelevant of whether a minute has passed or not. (because all the game statistics have been replaced, including status effects)
  2. The Giant shark get’s diseased as normally and suffers the effects. When the character returns to his normal form, the disease carries over, if it has been more than a minute, because then the disease can no longer be removed by a spell of 4th level like polymorp.
  3. The Giant shark get’s diseased as normally and suffers the effects. When the character returns to his normal form, the disease carries over, irrelevant of whether a minute has passed or not and the character suffers the full effects.

Bonus question: If 2 or 3 is correct, what happens if the character is a paladin?

The paladin has the ‘Divine Health’ feature, which is most likely not present while the paladin is in Shark form, because polymorph replaced his statistics:

By 3rd level, the divine magic flowing through you makes you immune to disease.

But what after he reverts back from being a diseased Giant Shark. His ‘Divine Health’ is not a spell of 6th level or higher, so it should not be able to remove the disease, if it has been a minute. On the other hand, he is immune to diseases. How can he be diseased?

Mathematica shorthand for mapping function over two lists simultaneously

I am still relatively new to Mathematica, so please bear with my question. I have the following statement that works perfectly well:

Table[findcvec[phif, phit, v1[[i]], v2[[i]], +1], {i, Length[v1]}] 

Now, I would like to make a Mathematica shorthand version of this statement using #, &, etc. But this attempt fails:

MapThread[findcvec[phif, phit, #1, #2, +1]] & {v1, v2} 

Could someone please tell me the correct way of doing this?

This might be a duplicate, but I couldn’t any previous question that addresses this specifically. Thank you!

Moving average over time on data entering stochastically

The examples for using MovingAverage mostly refer to data evenly spaced in time,such as stock values. In typical physics data, events arrive random in time (e.g. radio active decay events, but also if acting in day trading on the stock market). I do not see how I can use the apparatus of MovingAverage and associated evaluations in this case. Do I not understand the function, or should I go ahead and invent my own functions?

how could you maximize food production with magic items and spells over a long period of time?

Over the course of years, how would you appropriately maximize food production for a town or city? If you assume the small city/large town and its very large (100-mile radius) surrounding area can be created with this goal in mind, what spells and magic items could be useful? This should be ruling out spells that are very small individual buffs(Haste, Enlarge/Reduce etc). These options should be more efficient than Plant Growth unless they are lower level/repeatable. Creative options like the Decanter of Endless Water and similar would also be helpful!

I am asking this as a player: the premise is creating a city. Any spells are acceptable, lower magic is preferred(1-5), but higher-level options are also good to know. This question has a broader application than this related question that is only about the plant growth spell’s applicability.

Can I pump my damage repeatedly when using the ‘Burned Over’ battle move?

Here’s the do battle move from the Burned Over hackbook:

When you do battle with someone, exchange harm, but first roll+Hard. On a 10+, you hold 4 against your enemy. On a 7–9, you hold 3 against them. On a miss, you hold 1 against them. If a PC, your enemy rolls simultaneously to do battle with you. If an NPC, your enemy holds 2 against you on any hit, and 3 against you on a miss.

To conduct the battle, spend your hold on the following. Commit to your spends without knowing your enemy’s.

• Fight for blood: Spend 1 to inflict +1harm.

• Fight defensively: Spend 1 to suffer -1harm.

• Fight opportunistically: Spend 1 to inflict harm on an additional enemy.

• Guard someone: Spend 1 to protect an ally from 1-harm.

• Seize initiative: Whoever spends more to seize initiative, does.

[Initiative rules omitted for brevity]

Can you pump damage or defense by choosing the same "fight for blood" / "fight defensively" option multiple times? (You can’t using AW2e seize by force, but that is a "choose" move whereas this is a "spend your hold" move.)