This Paladin PC sounds too OP. If they are, how can I fix it?

I just constructed a Level 5 Human Paladin character for one of my players and this is what I got.

His base stats are:

  • STR 15
  • DEX 14
  • CON 18
  • INT 14
  • WIS 17
  • CHR 12

This was done by using the 4d6 minus the lowest number method.

He has an Armor Class of 18 because he has Chain mail armor and a shield.

He chose Oath of The Ancients and thus has ensnaring strike, speak with animals, moonbeam and misty step as well as choosing bless and shield of faith. He also talks celestial.

His flaw is that he puts others before himself and will always jump in front of danger to save one of his companions but even with that, having 65 hit points (obtained through rolling) and an armor class of 18 while having the strength and proficiency to not be over encumbered.

The part the really confuses me is that he has 30 speed, while wearing heavy armor and carrying a large shield; all because of his strength and proficiency’s.

This all sounds way too powerful for Level 5; am I wrong? And if I’m not, how could I balance this, preferably without telling the player to change his character (like fighting enemies that exploit a certain loophole in the character’s build)?

Managing audio in a RTS – when do I play sounds?

Building an RTS I have several hundred units on screen at one time.

Whenever a Unit attacks/gathers something, I want to play a sound (if camera is close enough).

My question is, how do most RTS games do this? Do I play 1 sound per attack per unit, i.e if 200 units are fighting do I play 200 individuals sounds (one sound each time a unit attacks)?

Same goes for gathering, if 20 workers gather wood, do I play a sound each time they hit a tree?

Does this not use up a lot of resources? Is there a better way?

Creating a Sequence of Sounds using Table

I am trying to play a sequence of sounds in Mathematica using Table, my real example is much more complicated so that is why I got to Table, why doesn’t it work?

frequencies = {{100, 200}, {200, 300}, {400, 600}}; Sound[Table[   Sound[Play[     Total[Sin[#*2 Pi t] & /@ frequencies[[i]]], {t, 0, 0.5}]], {i, 1,     3, 1}]] 

If I run the sounds as a list it works fine, but when using table it does not, I just get the following:

Sound[{Sound[ Sound[SampledSoundFunction[ Function[{PlayTime494}, Block[{t = 0. + 0.000125 PlayTime494}, (Total[(Sin[#1 2 [Pi] t] &) /@ frequencies[[i]]] – 4.44089*10^-16) 0.568158]], 4000, 8000]]], Sound[Sound[ SampledSoundFunction[ Function[{PlayTime495}, Block[{t = 0. + 0.000125 PlayTime495}, (Total[(Sin[#1 2 [Pi] t] &) /@ frequencies[[i]]] + 1.88738*10^-15) 0.525731]], 4000, 8000]]], Sound[Sound[ SampledSoundFunction[ Function[{PlayTime496}, Block[{t = 0. + 0.000125 PlayTime496}, (Total[(Sin[#1 2 [Pi] t] &) /@ frequencies[[i]]] + 8.88178*10^-16) 0.525731]], 4000, 8000]]]}]

Any help appreciated

Thank you

Need to programatically muffle game sounds

So I work on a multiplayer game that is set in space. There are essentially two environments for players to be in: inside a sealed space station (where there is air and thus sounds) and outside the station in the vacuum of space (where there is no air and no sound to hear).

For a while now, we’ve had it so that you cannot hear any of our game’s sound effects while floating in a space with no air, and while that might be realistic, it’s not very fun when the game is completely silent sans background music.

I’d much rather find some way to dynamically distort the sounds on the fly before they are played so that they seem to be muffled or dampened. I have no sort of background in making sounds or doing much of anything with them and all my searches have amounted to nothing; mostly finding things about sound editing programs.

The project is made in a C based language for game programming that is really obscure called Dream Maker or Byond. I can’t seem to find any built-in features that are able to solve this problem for me. Any help would be much appreciated.

Are illusions just mind tricks or do they produce physical images and sounds?

Do illusions exist as images and sounds in the world, like holograms, or do they exist only in the beholder’s mind, like mass hallucinations? There are paragraphs in the PHB that can support both assumptions.

Clarification: the question primarily concerns illusions produced by Minor Illusion, Programmed Illusion, Silent Image, Major Image, Disguise Self spells. Spells like Fear or Phantasmal Killer explicitly says they affect creatures, so they are out of the scope.

Illusions as actual images and sounds

Spell description explicitly says that the caster “creates a sound or an image”:

You create a sound or an image of an object within range

When casting an illusion, the caster have to specify a location, not a creature. Anyone who looks at the location perceives the illusion.

Many obviously mind-affecting spells like “friends” or “charm person” are enchantments, not illusions.

While there are creatures immune to charm, there is no creatures immune to illusions. Even a construct can perceive an illusion.

Illusions as mind tricks

The wizard’s arcane tradition describes the School of Illusion as

magic that dazzles the senses, befuddles the mind

Being revealed, an illusion looks different to the perceiving person only:

If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

When does it matter

There are several cases when the outcome might depend on where the spell effect is located:

Antimagic Field – to be negated, should the illusion “itself” be in the field, or does any creature in the field become immune to illusions?

Detect Magic – assuming that Detect Magic spell can detect illusions, what exactly should be in the 30 feet range to be detected?

Also there are ambiguity with light, vision and line of sight:

Block light – A caster tries to use an illusion to cover a window, or conceal a lit torch.

Block vision – Many cases. A caster tries to hide an object “under” an illusion, but the spell description says it can only “create an image” and not “hide an object”. If we assume an illusion actually can cover an object or a creature, Disguise Self would protect from all LoS-dependent spells, etc.

18.04 GNOME 3 no alert/bell sounds

Following the advice of This question to fix the double-alert-sound bug, I executed

gsettings set org.gnome.desktop.sound event-sounds false 

this caused there to be no alert sounds at all. However,

gsettings set org.gnome.desktop.sound event-sounds true 

didn’t restore the alert sounds, even after a restart. It seems that something permanently killed itself as a result of the first command. There are no alert sounds from AccessX sticky keys, emacs C-g, terminal tab completion, etc.

Does anyone know what is going on and how to get the alert sounds back? (Preferably in a way that fixes the aforementioned double-alert-sound issue). I need the bell to work for sticky keys. Everything looks normal in the graphical settings:

Gnome sound settings showing normally

What is the gsettings schema for Settings > Universal Access > Sounds Keys

look I’m using Ubuntu 19.04 and currently trying to enable the sound keys from a command line but not sure where to look for the schema. At first, I thought it was gsettings set org.gnome.desktop.sound event-sounds "true" but I don’t think that was it. I’ve tried to browse for it throughout dconf-editor but still has no idea where it’s at; not to mention googled for the information many times. Thanks in advance!

Disabling system sounds and alerts without disabling application notification sounds

Is there a way to disable all alerts without disabling notifications for certain apps? For instance, every time I adjust the volume with the keyboard it plays an annoying bing sound, and the only way I know to disable it is to mute System Sounds in settings. This is fine except muting System Sounds mutes the notification sound that plays whenever my thunderbird inbox receives a new message. System Sounds

Do electrical spark sounds from the power plug hint for higher risk of damage?

I was moving my PC while it was turned on (at the Windows 10’s Login screen) when I heard some electrical spark sounds from the back and the PC fell out. Looking at the back I noticed that I didn’t push the power supply cord firmly into the PC socket, so it fell out while I was moving the PC.

Now from what I’ve read, a PC shutting off unexpectedly could mainly corrupt files and to a lesser extent damage hardware. My PC is running normally afterwards and chkdsk didn’t find any problems. But what I am really worried about were the electrical spark sounds because of the power supply being a bit loose.

Do these sounds hint for surges and/or electrical fluctutations within the PC before it fell out, which give a higher risk of damaging the hardware? In other words, was it more safe if the plug got disconnected immediately instead of creating sparks for a short time first?