What balance pitfalls result from this house rule regarding levitating creatures?

My table is considering the following house rule:

A creature suspended above the ground and unable to move on its own (e.g., under the effect of the levitate spell) is especially susceptible to forces that would push or pull it. When you successfully target a suspended creature with an effect that would move it, you can choose to move it an additional number of feet equal to 5 times your relevant ability modifier (e.g., your Strength modifier if you shoved the creature with a special melee attack, or your spellcasting ability modifier if you used a magical effect, such as the gust spell or the shove effect of the Telekinetic feat). The additional movement must be in the same direction as the normal movement caused by the effect you used.

A creature with a flying speed is not affected by this rule.

The logic here should be obvious — a creature hanging in mid-air, with no ability whatsoever to stop itself from being moved, should be easy to move. But what are the implications of such a house rule from a balance standpoint? Are we setting ourselves up for headaches?

(For context: this might seem like a corner case, but we’re playing a heavily psionics-themed campaign, and so maximizing players’ opportunities to embody the tropes of telekinesis even at low levels is important. It isn’t inconceivable that someone else in a similarly-themed campaign might have similar ideas.)

How many enemies will challenge my party of four 1st-level characters, but not result in certain death?

I was asked to DM for a one-shot with people wanting to try and learn the game. I have created a not-too-complicated world in which they can run around and interact with its inhabitants.

The problem I face is the number and strength of foes that can be encountered. How do I prepare a challenge to the players while they learn the game? I want them to be a little afraid while still having chance of saving the town/rescuing the princess or prince/find the treasure.

  • These are completely new players, there will be 4 of them.
  • They will play level 1 characters: a paladin, barbarian, rogue and sorcerer.
  • I play a separate campaign with other people but have never been a DM before.
  • We expect to play for about 4 hours – unless everyone is having fun and wants to continue, of course.
  • Based on decisions, the enemies will be either goblins or pirates. I tend to keep these enemies around the same level.
  • I would like to introduce one “boss” in the shape of a goblin chief/pirate captain.

How many enemies, based on the information above, would make for a balanced and fun game? I don’t really want everyone to bite the dust on their first game ever, but also want to keep it interesting at the same time.

Query returns different result in postgresql

I am working on one project in which I am using postgresql.

I have following values

A     B -------------- 18815   0 29187   0 29494   0 28995   0 0       0 25762   3517 29291   0 29612   0 29331   0 30004   0 

Following query I am using to get my result.

select to_char(interval '1 second'*(A+B),'HH24:MI') as resulthours  For Example - select to_char(interval '1 second'*(18815+0),'HH24:MI') as resulthours (it gives result = 05:13) 

same way I got following result for all the values from both columns A and B

Result  05:13 08:06 08:11 08:03 08:07 08:08 08:13 08:08 08:20 

total – 70:29

now the issue is, expected result should be 70.55 , but I am getting gives 70:29

Pact of the Chain, Sprite Familiar. What does it mean that a “saving throw result is 5 or lower”?

I’ve been looking into the warlocks Pact of the Chain, which states that your allowed to pick from the normal familiars as well as a select few Warlock-Only familiars, including the Sprite.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Then invocation Investment of the Chain Master states that:

If the familiar forces a creature to make a saving throw, it uses your spell save DC.

And the Sprite has a Shortbow attack that forces a creature to make a saving throw:

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

From what I gather that means that the initial save for the poison should use the players save DC? So for a lvl 7 character with 20 charisma, that would be a save of 16?

Spell save DC = 8 + your proficiency bonus + your Spellcasting modifier

However the second part of the Shortbow attack states that:

If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration

What does "saving throw result is 5 or lower" mean? Would that be the rolled number for the save + the save modifier?

saving throw result = save dice roll + save score modifier

Or would it be the resulting rest from removing the spell save DC from the rolled total?

saving throw result = Spell save DC – (save dice roll + save score modifier)

I haven’t seen the phrase "saving throw result" referring to a number before, usually it just refers to "did the creature roll over or under the spell save DC? Yes or No."

Update woocommerce thankyou page based on API request result

I create a custom woocommerce payment gateway plugin. First, I call an API, I take the formUrl from the response result then I redirect users to this payment form. At this step everything is Ok.

After the user enter his credit cards info and click validate the system redirect him to the default "order-received" page.

Before loading this page, I want to call another API to check the payment status, if the response body has the orderStatus== 1: I want to show the description in the response body (description = "Request processed successfully"), I reduce order stock, I update the status of order then I display the Order details. If the orderStatus == 2: I want to change the order status to ‘failed’ manually to show the default woocommerce-thankyou-order-failed message (”Unfortunately your order cannot be processed…") in the file thankyou.php or I just show a simple error payment message in this case.

In the payment class constractor I tried adding: add_action( ‘woocommerce_thankyou’, ‘thank_you_page’, 20, 1 ); but I dont know how to add my custom function or how to adapt this requirement.

My plugin looks like this one : https://github.com/YTTechiePress/custom-woocommerce-payment-gateway/blob/master/lesson-1/noob-payment-for-woocommerce.php

Is the caster of Zone of Truth aware of the save result?


If I cast this spell, will I be able to tell whether the target saved or not?

The spell level and therefore the DC will be too low so my intention it to use it for negotiations where the target and myself both decide to fail it to make the negotiations more reliable.

In case I can’t be aware of the result (which makes the spell completely useless since everyone can save it), is there some other spell that can be used to reliably prevent lies?

Custom Post Type and Custom REST API Endpoint result in Gutenberg editor not working

I have a custom post type (article) and have implemented a custom REST API endpoint for that post type. I can retrieve single and multiple articles via the custom endpoint without any issues.

However, when I try to add a new or edit an existing article post within WP Admin, I just get a white screen. The web console shows an error that the rest route does not exist but it is using the standard WP REST Route "No route was found matching the URL and request method." The GET call is to /wp-json/wp/v2/article. The route should be /wp-json/kbs/v1/articles – and that route works. When registering the post type I have the following args…

'show_in_rest'          => true, 'rest_base'             => 'articles', 'rest_controller_class' => 'KBS_Articles_API' 

How can I ensure that WP uses the correct route when loading the block editor? Editing with the classic editor works fine.

When to trust the result of numerical integration in mathematica?

How does one know when to trust the result of numerical integration, using NIntegrate, for higher (5 or 6) dimensional integrals in mathematica? For example, I get the following result

`In[3]:= Integrate[ Exp[-a^2 – b^2 – c^2 – x^2 – y^2 – z^2], {x, -2, 2}, {y, -2, 2}, {z, -2, 2}, {a, -2, 2}, {b, -2, 2}, {c, -2, 2}] // N

Out[3]= 30.1462`

whereas if I do the same integral numerically, I get

`In[2]:= NIntegrate[ Exp[-a^2 – b^2 – c^2 – x^2 – y^2 – z^2], {x, -2, 2}, {y, -2, 2}, {z, -2, 2}, {a, -2, 2}, {b, -2, 2}, {c, -2, 2}] // N

During evaluation of In[2]:= NIntegrate::eincr: The global error of the strategy GlobalAdaptive has increased more than 2000 times. The global error is expected to decrease monotonically after a number of integrand evaluations. Suspect one of the following: the working precision is insufficient for the specified precision goal; the integrand is highly oscillatory or it is not a (piecewise) smooth function; or the true value of the integral is 0. Increasing the value of the GlobalAdaptive option MaxErrorIncreases might lead to a convergent numerical integration. NIntegrate obtained 30.14615590437465 and 0.0001823733624988688 for the integral and error estimates.

Out[2]= 30.1462′

This seems to indicate that one can trust the result of NIntegrate if the error estimate is a small percentage (~1%) of the estimated value of the integral. If that’s true then how would one understand the discrepancy in the values obtained in the following two cases when Mathematica does not report any errors.

`In[102]:= NIntegrate[ Exp[-a^2 – b^2 – c^2 – x^2 + y^2], {x, -2, 2}, {y, -2, 2}, {a, -2, 2}, {b, -2, 2}, {c, -2, 2}, Method -> "AdaptiveMonteCarlo"] // N

Out[102]= 298.918

In[104]:= NIntegrate[ Exp[-a^2 – b^2 – c^2 – x^2 + y^2], {x, -2, 2}, {y, -2, 2}, {a, -2, 2}, {b, -2, 2}, {c, -2, 2}, Method -> "MonteCarloRule"] // N

Out[104]= 313.592′

In the following example, I also get a result with an error bar that is a small (~2%) percentage of the value of the integral

` In[7]:= NIntegrate[ Exp[-a^2 – b^2 – c^2 – x^2 – y^2 – z^2], {x, -5, 5}, {y, -5, 5}, {z, -5, 5}, {a, -5, 5}, {b, -5, 5}, {c, -5, 5}, Method -> "AdaptiveQuasiMonteCarlo"] // N

During evaluation of In[7]:= NIntegrate::maxp: The integral failed to converge after 1000100 integrand evaluations. NIntegrate obtained 0.29686054547957375 and 0.005304460608762476 for the integral and error estimates.

Out[7]= 0.296861′

but comparing it with the following analytic evaluation of the integral

`In[8]:= Integrate[ Exp[-a^2 – b^2 – c^2 – x^2 – y^2 – z^2], {x, -5, 5}, {y, -5, 5}, {z, -5, 5}, {a, -5, 5}, {b, -5, 5}, {c, -5, 5}] // N

Out[8]= 31.0063 ‘

we see that the answer is way off. Any guidance in this regard will be greatly appreciated.

Does the Necromancy Wizard’s lvl 10 feature, Inured to Undeath, prevent losing maximum hit points as a result of losing attunement to a magic item?

Inured To Undeath (bolding mine):

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

How does this feature interact with items that temporarily or conditionally improve your maximum HP, either through increasing the character’s CON score or by directly influencing maximum HP?

A similar question was posed with regards to the Aid spell, which had some interesting discussion.

Does the Aid spell permanently increase HP for Necromancy wizards with the Inured to Undeath feature?

But I’m specifically curious on how the feature interacts with Amulet of Health, Belt of Dwarvenkind, and other features that modify the CON score of the user.

Amulet of Health:

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.

If a lvl 10 Necromancer with a CON modifier of 2 attuned to the Amulet of Health, then later in their adventuring career unattuned to the item, would their maximum HP stay at the level of the Amulet or return to its unaltered state?

Property “Centroid” of result from ConvexHullMesh[] can not be extracted

As the title describes, specifically, simple code below

ConvexHullMesh[RandomReal[1, {10, 2}]]["Centroid"] 

returns an error in V. 12.2, but it worked in V. 12.1.1 as far as I remember


Is it a bug introduced by the new version? Or is there another way to get the centroid?


I just find it that not only "Centroid", but also extractions of other "Properites" fail; except for "BoundaryPolygons".

Update 2

To make this problem more understandable, let me make some modifications to the code.

mesh = ConvexHullMesh[RandomReal[1, {10, 2}]]; mesh["Properties"] 

This would return a long List of strings as the properties mesh has. And then


would return something, at least without any error message, where str is arbitrary one of the elements of the aforementioned property List; very much like OOP (objective-oriented programming). And that is what would happen in former versions like V. 12.1.1.

However now in V. 12.2, mesh["Centroid"] fails, even though "Centroid" can be found in that property List of mesh.