What is the size or scale of the world of Greyhawk?

I’m looking to run a campaign in Greyhawk, but I’m not sure of the actual size of the place. I have found several maps online, but not one map has a scale of any kind that I can see. I know I’ve seen one with it before. I believe it’s this map in the lower right corner, but that one is much too small to see.

I’m aware that for my own campaign I can make 1 hex be any size I want it to be. It could be 20 miles, 30 miles, or 50 or 100 or more and it doesn’t really matter. My question is what the official answer is, because I may wish to use a published module at some point. Even knowing something basic like the distance in miles between Dyvers and Greyhawk, or Dyvers and Verbobonc would be useful information. Heck, even knowing something general like the travel time between Greyhawk and Dyvers would be useful, because you can infer a lot from that. I know I’ve read places where they speak of the distances between locations before. I want to say Verbobonc and the infamous Village of Homlett, but I am not sure where I read that anymore.

How does AC scale in D&D 3.5?

In D&D 3.5, I know that base attack bonus scales with level. How does AC increase over levels to meet it? I know saves do, so there should be some kind of AC thing? Is it done more with HP, or is there something I’m missing?

Unity C# Scale 2d Object with Mouse Drag

So I have had a few attempts and posts about this but have still not been successful. The behaviour I want is this:

There is a circle (sphere) I want the player to be able to click and drag it outwards to make it larger, or drag inwards to make it smaller. Previously, I was scaling the object based on the inital dragging point, but this was giving me no way to scale the shape back down.. only make it larger. I figured I need to calculate whether we should be scaling up or down, based on the direction of the drag in relation to the centre of the shape. To figure this out, we need to check the position of the mouse, while dragging, compare it to the previous frame and decide whether we are closer or further away from the centre. If we are closer, then we are dragging inwards and we should scale the object down (make it smaller). Id we are further away, then we are moving outwards and should be scaling up (make it larger). I’m having a couple of problems. I don’t seem to be able to get the circle to scale down at all. The detection for the direction of the drag seems to be flawed as it seems my bool for isDraggingOut is basically always true, I can’t understand why. The other problem I’m having is that every time I click the circle, it snaps back to it’s initial size.

I am trying to take the following steps in my code:

On Mouse drag: check where current position of the mouse is

check distance of previous position of the mouse

check distance of current position

determine whether player is dragging in or out. If current distance is more than the distance in the previous frame, we are dragging out

If this is true, then calculate the distance between the drag start point and the current position of the mouse, and scale accordingly

If the distance is less than the previous frame then we are dragging in

then calculate the distance between the drag start point and the current position of the mouse, and scale accordingly (here, i have tried to apply an inverse calculation of the upscaling calculation – this could be wrong)

The last thing I do in my code is make the current position equal to previousPosition variable, so that in the next frame it can be compared.

Any help would be appreciated as I am really struggling with this one.


using System.Collections.Generic;  using UnityEngine;  public class NewScalingScript : MonoBehaviour  {  public Vector3 temp; public Vector3 dragStartingPoint; public Vector3 centreOfShape; public Vector3 currentDragPosition; public Vector3 previousDragPosition; public bool isDraggingOut; public float previousDistance; public float currentDistance; public float amountDragged; public float clampedAmountDragged; private void Awake()  {      centreOfShape = transform.position;  }  private void OnMouseDown()  {      dragStartingPoint = Input.mousePosition;  }  private void OnMouseDrag()  {  //check where current position is      currentDragPosition = (Input.mousePosition);  //check distance of previous position      previousDistance = Vector3.Distance(previousDragPosition, centreOfShape);  //check distance of current position      currentDistance = Vector3.Distance(currentDragPosition, centreOfShape);  //determine whether player is dragging in or out. If current distance is  // more than the distance in the previous frame, we are dragging out  if (currentDistance > previousDistance)  {          isDraggingOut = true;  }  else  {          isDraggingOut = false;  }  if (isDraggingOut == true)  {         amountDragged = Vector3.Distance(currentDragPosition, dragStartingPoint);  // set minimum and maximum drag amount and store in clampedAmountDragged variable          clampedAmountDragged = Mathf.Clamp(amountDragged, 100f, 300f);  // set amountDragged to clampedAmount to apply minimum and maximum          amountDragged = clampedAmountDragged;          temp = transform.localScale;          temp.x = amountDragged / 100;          temp.y = amountDragged / 100;  //make scale of object equal to temp variable          transform.localScale = temp;  }  // else we are dragging in  else if (isDraggingOut == false)  {          amountDragged = Vector3.Distance(currentDragPosition, dragStartingPoint);  // set minimum and maximum drag amount and store in clampedAmountDragged variable          clampedAmountDragged = Mathf.Clamp(amountDragged, 100f, 300f);  // set amountDragged to clampedAmount to apply minimum and maximum          amountDragged = clampedAmountDragged;          amountDragged = amountDragged - 300;          amountDragged = Mathf.Abs(amountDragged);          temp = transform.localScale;          temp.x = amountDragged / 100;          temp.y = amountDragged / 100;   //make scale of object equal to temp variable          transform.localScale = temp;  }     currentDragPosition = previousDragPosition;  }  } 

Scale of Paizo’s Pathfinder/Starfinder pawns and paper minis [closed]

I’ve been a fan of Paizo’s paper minis. Ever since I printed out the first batch, I noticed that they follow the 28mm scale for miniatures – i.e. in most paper minis representing adult humanoids, the distance from the feet to the eyes is about 28mm.

The 28mm scale is consistent with the Pathfinder tactical grid (5 feet to the inch = 1:60 scale), DnD5e materials, and most plastic/metal miniatures (e.g. Reaper minis), 3D-printed dungeon tiles and furniture that I’m aware of.

(By contrast, GURPS hex grids use a scale of one yard to the inch or ≈1:36.5 or ≈46mm from feet to eyes)

Recently, I’ve got access to the Starfinder beginner box, which features Paizo’s cardboard pawns. To my surprise, the cardboard pawns follow a different (bigger) scale, which seems to be 40mm from feet to eyes on a 28mm-wide base:

paper minis and cardboard pawns side to side

Even when the size of the bases are the same (25mm diameter), they look obviously different.

This poses a few questions in my mind:

  • Do the cardboard pawns from Paizo follow a known, consistent scale?

  • As a GM, how can I minimize the visual clash when mixing 25/28mm-scale minis and bigger-scale cardboard pawns?

Updating Feats To Scale With Level [closed]

I just wanted to get everyone’s opinion on something I implemented in my 3.5e campaigns. I like to call them 3.75e campaigns.

I updated all feats to scale with level. This means the following:

If a feat gives a bonus, such as Dodge (+1 dodge bonus) or Weapon Specialization (+2 damage), it increases automatically every 4 levels. So +1/+2 at 1-4, +2/+4 at 5-8, +3/+6 at 9-12, +4/+8 at 13-16, +5/+10 at 17-20, and so on. I do this with all feats that have a +1 or +2 bonus to AC, attacks, damage, skills, DC increases, etc.

It allows melee BAB, ranged BAB, and skill based characters to scale like spells and abilities already do for other classes. It also means that no feat becomes totally useless as you level, such as Dodge or +2 skill increase feats.

Speaking of scaling, I also modified monks to use d10 hit dice, get a BAB like a fighter, and increase their unarmed damage to 1d6 at 1-3, 2d6 at 4-7, 3d6 at 8-11, 4d6 at 12-15, 5d6 at 16-19, and 6d6 at 20. This makes them a subclass of fighter and is offset because they do not get the extra fighter feats (made more powerful through my new scaling rules). Small creatures do d4s and large creatures do d8s.

Let me know what you think and if you have suggestions.

Looking for a fully customisable WP responsive theme to develop a small scale fiverr type site for voice artists [closed]

I’m new here, not totally wet behind the ears but in reality, a beginner. I am looking for a free, fully customisable WP theme to develop a fiverr type site for voice artists but on a much smaller scale. I’m thinking of limiting membership to 3000 to begin, including buyers and talent – if interest is shown.

I will need a lot of help as this is quite a bit to chew off but I’m determined. I just need a good starting point – a theme (I think), unless anyone has any other suggestions. It would need to be able to handle lots of uploading of mp4, mp3, jpeg, png, buying and selling with Paypal, Escrow etc.

Security is of utmost importance.

Anyone have any solid advice on which theme I could use that is user friendly? I am using XAMP.

Thank youin advance for any feedback!

All the best!

How can I get my entire game to scale based on screensize?

I’m currently building a 2d mobile game and I’m currently stuck trying to get my game to scale with screen sizes. Currently my background is scaled to 1920 X 1080. When I run the game on my Galaxy S10+, it scales to 1920 X 1080, but you can see blue space on the sides (See Image). How do I get that 1920 x 1080 background to fill the entire screen without using a UI canvas?

I want the game to fill the entire screen. If I set the resolution to the Galaxy resolution, it fills the entire screen. But won’t this look weird on other screens that don’t have the same resolution?

I’m not trying to scale any UI. Everything I find online is only talking about scaling UI. That’s not the issue. I’m trying to get the entire game to adjust based on screen sizes. 1920 x 1080 Scale