Does the Heavy Armor Master feat reduce damage twice against a mixed damage attack?

Displacer Beasts have a Tentacle attack that does 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage. Does the bludgeoning and piercing damage reduction granted by Heavy Armor Master reduce that total damage by 6 or 3? If only 3, what determines which of the two damage types is reduced?

Do Boots of Striding and Springing negate skills, feats, and spells that reduce your movement?

Per the horribly worded description:

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor.

But there are multiple ways in which a characters speed can be reduced beyond encumbrance. For instance, the Sentinel feat:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.

Another example is being grappled:

  • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.

I highlighted the word becomes in these descriptions because, in the English language, it would indicate a one-time change. So a boy BECOMES a man. A seed BECOMES a plant.

But the Boots also say, “While” — A continuous duration. This puts the description at odds.

A character wearing the Boots has there walking speed “become” 30 feet unless encumbered or wearing heavy armor. They are hit by and NPC with the Sentinel feat so there speed “becomes” 0. Now what?

Does the character’s speed re-become 30 feet allowing them to keep moving? Or are they forced to stand still?


I seem to recall there being another magic item that uses the a phrase similar to “cannot be reduced below” but so far my search has come up empty.

[ Politics ] Open Question : If movies had equal amount of racial diversity in lead roles, can this help to reduce racism or is racism causing lack of racial diversity?

Back in the day, blacks had to sit in separate seats from whites at the movies. We’ve come a long way. We still hear about the lack of racial diversity for lead roles and during the oscar so white controversy, Will Smith said to Robin Roberts that he would’ve liked to have left a legacy when he retires to see a diverse range of lead actors. He felt disappointed that wasn’t going to happen. @blu, I don’t mean just blacks but rarely we see asians, hipsanics, middle eastern actors etc etc repreresented as heroes. @I hate commerce, you’re talking about segregation, I already mentioned we already went through that. @blu, I already have but there are actors like Scarlett Johansson that insist she can portray anyone she wants and had a backlash for portraying a Japanese character and also about a transgender person in which she had to cancel due to the lgbtq complaints. Many people didn’t like Christian Bale as Moses and it was controversial with white actors for leads in a middle eastern story. @I hate commerce, you’re so lost then. @blu, I guess what I’m saying is that minority’s especially asians feel they don’t have a place in Hollywood and they’re easily made fun of. *minorities

Does the reduce option from the enlarge/reduce spell have critical hit damge doubled?

The rule for critical hits states:

When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.

So I would expect that, if a character were enlarged via the Enlarge/Reduce spell, that they’d roll an extra 2d4 damage on a critical hit.

Does that mean though, if they score a critical hit while reduced in size by the same spell, they roll 2d4 and subtract that value from the damage that is dealt?

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What ways are there to reduce the cost of the Animate Dead spell?

I am going to be a necromancer and not feeling like having to pay for my undead. The following are methods I know about.

  • Blood money spell – banned in current game
  • Cauldron of the dead magic item – its 30k (1200 HD of undead) and heavy, plus could be easily stolen or destroyed, also cant make until later in career
  • Mythic animate dead spell – requires mythic power but more important, have to gain the mythic spell
  • Archmage – Component Freedom (3rd tier)- only works for arcane animate dead
  • Hierophant – Symbol of the Holy (1st tier) – only works for divine animate dead
  • False Focus feat – only works for arcane animate dead

So of the six ways I know of, the preferred is banned in my game, one costs more than I would save, three are specific for arcane/divine (I’m a cleric/wizard so less attractive), and the last one requires a fair amount of investment.

Are there better/cheaper ways to cast animate dead than these? As I am both cleric/wizard, the best method would work for both classes.

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Customer Acquisition Cost (CAC) is the total cost of sales and marketing efforts required to acquire a customer. This is one of the determining factors of whether your SaaS company has a viable business model that can generate revenue by maintaining low acquisition costs as it scales.

The goal of your company should be a steady decline in CAC, not only because it leads to an increase in revenue, but also because it is a sign of good health for your marketers,sales and customer service departments.

Many web companies can participate in targeted campaigns and track consumers as they move from interested customers to loyal customers. In this environment, the CAC indicator is used by both companies and investors.

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How can I reduce the number of encounters per day without throwing off game balance?

I’m running an Open Table sandbox game this summer. The 5E DMG states that they expect 6-8 Medium or Hard combat encounters per day, with about two short rests. If I tried to do that, we’d never get anywhere (short sessions, lots of newbies who struggle with combat), and my players and I enjoy many things besides combat, so I generally have closer to 2 combat encounters between long rests (though I usually make them at least Hard).

However, this means that PC’s rarely feel the need to take a short rest, and people can use spells and other once-per-long-rest abilities pretty freely, which unfairly advantages casters (who have limited big effects and unlimited but less effective cantrips) over mundane classes (who have more consistently medium damage output and defensive capability). It also means that the benefit of effects that recover after a short rest, like Warlock spell slots, are much diminished.

I’d like to restore the balance and at least have the option to make my players sweat a little about resources. But I do not want to throw combat after combat at them – none of us would enjoy that much in a row, nor do I want every combat encounter to be super deadly; I just don’t want them to start every fight at full strength.

The DMG suggests (under Adventuring Options: Rest) making a short rest 8 hours and a long rest 7 days. That seems promising, but a little excessive, so I’m considering making all rests 8 hours, but in order to get the benefit of a long rest you’d need to be in at least an outpost or otherwise reasonably safe and comfortable location, so the PCs can still have that moment of “I’m exhausted, let’s retreat” without needing to wait a whole week before continuing.

Has anyone tried this, or other methods to maintain game balance and challenge with fewer encounters per day? What were the results?