Handing a weapon to another player during combat

The players in my game recently came across a fairly powerful magic sword as the first magic item they found. Shortly after that, they wound up in a boss fight.

The players came up with the ingenious idea of having one player attack with the sword, then hand it to the a nearby player so they could attack with it too. At the time I ruled that passing an item to another player would take an action, so they couldn’t do that.

But now I’m reviewing the rules and on pp. 190 of the PHB, it says handing an item to another character is “the sort of thing you can do in tandem with your movement and action.” Does this mean it’s possible for the PC’s to surround an enemy and just pass the sword down the line (in initiative order) so that each one can attack with the same magic sword? That seems over-powered, and a kind of ridiculous way to narrate a combat.

How can a lich imprison a player character during combat?

According to Monster Manual page 203,

A lich must periodically feed souls toits phylactery […] using the imprisonment spell.”

But looking at the Lich’s stat block on Monster Manual page 202, it has no imprisonment spell prepared. Hence, how/when can a Lich actually imprison another creature? Question’s title specifies “during combat”, but since the spell isn’t even prepared, I don’t understand how a Lich can even imprison anyone outside of combat…

Is it really possible to hide behind another player character?

So I’ve been DMing a 5e game lvl 1-3 so far. And I have a question about stealth for my rogue. My player has been hiding behind/stealthing behind another PC.

So this is what usually happens. PCs bust into a room, and the enemies see him. The rogue makes a stealth check and hides behind a PC as a bonus action, then attacks from stealth and gets sneak attack. He will do this every round. I do try to do Perception for the NPCs, but they fail. So he basically disappears for the whole encounter.

So then he attacks cause he is fully hidden and gets a sneak attack every time. This seems OP!! I thought you could only hide in full cover. I know the Skulker feat allows a player to hide in partial cover, which I looked up. Hiding behind a PC of medium size only allows partial cover. Please help me! I just wanna make sure I’m doing this right and I hate players who take advantage of a loop hole.

How do I replicate my missiles and follow the player the same as the game called “Go Plane”

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I am trying to make a clone of https://play.google.com/store/apps/details?id=io.voodoo.goplane1&hl=en or “Go Plane” and I was wondering how can I follow that kind of missiles where the player can dodge it by moving away from it. Any help? Thanks in Advance! 😀


CODE FOR PLAYER

public float moveSpeed; Rigidbody2D myBody; protected Joystick joystick;  void Start() {     joystick = FindObjectOfType<Joystick>(); }  // Update is called once per frame void Update() {     myBody = GetComponent<Rigidbody2D>();      myBody.velocity = new Vector2(joystick.Horizontal * moveSpeed, joystick.Vertical * moveSpeed); } 

CODE FOR MISSILES

public float acceleration = 1.0f; public float maxSpeed = 5.0f;  public float speed; public float distance;  private Transform Player;  void Start() {     Player = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>(); } void Update() {     if (Vector3.Distance(transform.position, Player.position) > distance)     {         speed += acceleration * Time.deltaTime;          transform.position = Vector3.MoveTowards(transform.position, Player.position, speed * Time.deltaTime);               if (speed > maxSpeed)             speed = maxSpeed;     } } 

How can I, as a DM, keep an Aarakocra player in check?

Aarakocra in 5e have a flying speed of 50 feet. But there doesn’t seem to have a whole lot of other specifications on flight.

How can I give characters challenges when many of them are avoided through flight? For instance:

  • An inescapable pit is made escapable with flight.

  • Scaling a tower or mountain is made simple by flying to the top.

How can I keep challenges like this without getting rid of their flight all together?

Can a changeling player character look like a skeleton?

I have an for a changeling character, but instead of appearing in a human form or stuff like that, I want them to look like a skeleton. I’m thinking a grim reaper-type character, but I know I can’t really pick skeleton as a race option. I would be using the changeling from Eberron: Rising from the Last War.

Can a changeling PC use the Shapechanger trait to look like a skeleton?

Is it legal to use “VMware Workstation 15 Player” with earning money purpose?

I am planning to open a blog webpage, publish technology-based content on it and make money via blogger earning methods like Google AdSense. The software I mentioned in the title, which is available at here, is just one of the necessities to prepare my content.

However, firstly, I want to be sure whether this kind of usage is legal or not for this software. When I look at the link I added, there is an expression in the form of “The free version is available for non-commercial, personal and home use.”

According to this statement, is it legal for me to use this software as I have stated?

Is it balanced to allow my player to have an Eagle rather than a Hawk for his Familiar?

My player currently uses a Hawk as his familiar whereas he would quite prefer an Eagle instead.

Having a look at them both, the only differences I can find is that an Eagle is small rather than tiny and the Hawk is generally stronger. This would make the Hawk generally a better pick for battle scenarios.

However, I think the reason it’s not on the Find Familiar list is of creatures is because it is small rather than tiny. Would it be balanced for me to allow him to use an Eagle?

Dealing with an extreme player reaction to a PC choice


Preface

We are playing Savage Worlds. My character is an ex-military dishonorable discharge that was granted an opportunity to waive the charge by volunteering for a Black Operation service term instead. The Op resulted in genetic engineering resulting in “Spiderman-like” abilities. The Op was later disbanded, and all records of the Op was dissolved, leaving my PC without any records.

I have had a bad memory for using the “non-lethal” option, and I have only been reminded after the fact where my attacks have ended up killing enemies. This has been dealt with in several ways – leading to a trial and parole, which I willingly submitted to, as “consequences of my actions”.

In our last game, it was reveled that my PC I had been playing for the past few months (in game, over a year) was actually a clone of the original PC, after an odd happenstance where the character was abducted from an NYC hospital, and washed up on the shore in Nova Scotia.

So, the group decided to rescue the “Original”, and my “Clone” decided to worry about the existential issues of being a clone until after the fact. We were then made aware that the original was actually at risk of death, so time became an essential factor.

Upon arrival, we were met with a horde of mutant spider abominations, indicating that the cloning had lost control, and was creating monsters; not just “clones”. We delved a little further, and found that the monsters had created nests in the fallen people of the facility, and we found that one of them bodies was actually still alive, if only barely.

We have 4 PCs, with the following Hindrances (that apply to this situation):

  • Scrapyard Ironman (Heroic)
  • Army Spiderman (Heroic)
  • Robot Samurai (Heroic, Code of Honor)
  • Telepathic/Telekinetic Cop (Heroic, Code of Honor)

The Choice

When we found the survivor, we got into a discussion about what should be done. It led to a 50/50 split to either spend resources to save him, or put him out of his misery in order to preserve the resources in order to preserve our chances at rescuing the Original. The Clone (My PC) and the Robot Samurai were for leaving/killing him, the other two were for spending the resources to save him. The group argued back and forth for about 20 mins (IRL), but I was attempting to put across that time was of the essence. Eventually, it got to a point were I openly declared that I was going to shoot the survivor.

This is the first time I have actively chosen to kill anyone. And I stated it was essentially a necessary evil. I did not want to, but it was needed in order to help save the Original.

The Outcome

The DM allowed other players to attempt to intervene, by way of opposed agility checks. Scrapyard Ironman and the Cop attempted to intervene, but the Robot Samurai did not. I won, so the event happened unhindered. The Scrapyard Ironman player immediately announced that “as soon as we get out of here, you’re out of the (in-game) group”.

I attempted to explain, again, time was of the essence, no one knew this person, this place we were in was evil (it had been established) and our goal was to rescue the Original. Instead, they simply continued to point out my character was Heroic (which I admit, is a valid point), that “this is why I asked for a gun” (which I do not normally carry, but had asked for because my character is almost entirely only melee-capable), and that my character was ex-military so I clearly did not understand the “comrades in arms”, or “no man left behind”, to which the DM reminded everyone that neither they, nor I had the “Code of Honor” Hindrance, and the other two who did, had not responded to the situation.

All the other times I have accidentally killed (i.e. forgotten the non-lethal option) the most I have received from other players is an “oh damn”, or had my “Heroic” Hindrance pointed out, and threatened to be taken away (resulting in confiscation of Power Points).

The Problem

I believe that the reaction from the Scrapyard Ironman player seemed a bit extreme. I’m not sure why; if it was personal, or maybe something to do with my play style, or maybe if it was simply the lack of control of the situation. I know, in order to address and hopefully deal with the situation, I need to talk to the player, but I’m not sure if I should do it one-on-one, or in the group.