As the title says, what rules are there that make any attack that hits a given target deal damage as if it were a critical hit? I thought I remembered hearing something about that and the prone condition but after double checking it, it doesn’t seem to.
I’m quite new/interested to the Savage Worlds game system, and I would like a game with a cyberpunk flavour so I ended up with Interface Zero 2.0.
Can I/Is it ok to use the latest edition of Savage Worlds (Savage Worlds Adventure Edition Core Rules) with Interface Zero 2.0?
Codex of the Black Sun includes a focus called Savage Sorcery (p. 91), along with rules for spellcasting.
Savage Sorcery’s level 1 use is described as a “Main Action invocation”. While “Invocation” is occasionally used throughout the Codex of Dark Sun as a synonym for “Spell”, it’s equally used to refer specifically to the vocal part of spellcasting.
So the question is: What parts, if any, of the “Casting Spells” rules on page 21 apply to Savage Sorcery? Specifically:
Does it have to be declared at the beginning of the turn (and presumably would then be subject to failure on injury)?
Can it be used in armor?
I am new to C# and working on Flight booking service assignment. Need to implement an additional logic along with below default rules. Used If-else-if statement, but need to improve the code. Could anyone please help?
Additional Requirement : Need to keep below default rules but also have an option to choose a different set where they relax the requirement for the revenue generated exceeding the cost only if the amount of airline employees aboard is greater than the minimum percentage of passengers required. They want the option to switch between these rules sets. They have indicated they might want more rule sets in the future.
Default rules are : 1) The revenue generated from the flight must exceed the cost of the flight
2) The number of passengers cannot exceed the amount of seats on the plane
3)The aircraft must have a minimum percentage of passengers booked for that route
have used IF-ELSE IF- ELSE statement to check above rules, but need to know better way to write the logic. Please help
The rules for failing to create a magic item are as follows:
Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.
Question 1: if the item is cursed is the only magic on it the curse or does it also gain the intended properties? (The programmer in me says it would only have the curse since both ifs would be True but then cursed items with other abilities shouldn’t exist, pending an answer to Q2.)
Question 2: does this rule apply to upgrading magic items in the same way? On a failed check would the item totally lose all magical properties or just fail to add the new ones? And would failing by 5 or more add a curse or reduce it to nothing but cursed?
I have a situation where we give 5% discount on any payment method but credit cards. The one way I found to apply this rule correctly was via Shopping Cart rules.
Thing is, the client wants both the original and the discounted price to be displayed on the catalog and product pages.
I haven’t found a way to cleanly do this yet. I tried my hand on catalog prices but then I get two discounts. Please, help a beginner out.
A variety of errata for spells and items are published on D&D Beyond.
The question What is the rarity of an Amulet of the Shield Guardian?, for example, notes that D&D Beyond contains a reference for a master’s amulet needed to control a shield guardian that is otherwise not listed in printed resources.
As I understand it, D&D Beyond is an official publication of Wizards of the Coast. If D&D Beyond rules are official for Adventurers League this would clarify rulings for spells and also clarify that the rarity of a shield guardian’s amulet is rare (it’s otherwise unstated).
Are D&D Beyond spells and items official for Adventurers League?
INITIATING A CHARGE
If you don’t have line of sight to the opponent you want to charge at the start of your turn, you can’t charge that foe. To charge, you must move at least 10 feet (2 squares) and can move up to double your speed. You must be able to reach the closest space from which you can attack the designated opponent. This movement must occur before your attack. If any line from your starting space to the ending space passes through a square that blocks movement, is difficult terrain, or contains a creature (not a helpless one), you can’t charge. You can’t charge if the ending space is occupied or blocked. Since you move to charge, you can’t take a 5-foot step during the same turn. You provoke attacks of opportunity as normal for your movement.
(Rules Compendium p.27)
It seems that squares that aren’t difficult terrain, that only hamper movement but not block it are legal.
This would include Obstacles, Poor visibility (Any time you can’t see at least 60 feet in the prevailing conditions of visibility), and Squeezing.
Also some spells cause hampered movement that isn’t difficult terrain.
So i was looking at some forums for windows but when i saw that Linux Fanboys Said the thing above why does that have to be?
Okay, the title is kind of cryptic because I’m lacking terminology (part of the problem).
Let’s say you want to generate data corresponding to one specific, standardized paper document. But you have millions of people filling out this document, some of them are lying — but there’s several different ways (possibly hundreds) of lying, and many of the document’s fields are interdependent. I want to generate all these types of lies via some randomized distribution.
Additionally, with respect to this form, it’s impossible to go through each field of the form in a sequential order and capture the nuance and inter-dependency of the data/lie relationship. Instead, you could (the path I see) opt for a method where each type of fraudulent form has hard and fast rules for its generation — logic and static values contained in some config file — and then just boil it down to copy and pasting the function into function_1, function_2 etc, which are almost identical besides the small changes which capture the characteristic of whatever lie they correspond to.
But then it’s sort of ridiculous to write a function for each of those “lie rules”, even if you’re almost copy-pasting. But I’ve never encountered a situation where there’s so many and unique cases (some with large differences and logic) for creating the same piece of data. Is there well-known approach/name to this problem? Or does anybody have any suggestions?