Disadvantage/adversity dice pool mechanic that knocks dice greater than 1 out of the pool and adds 1s to it

I am working on a dice pool system for skills and actions to be used in a new system.

In this system, any rolls of 1 will negatively affect the outcome of resolving an action using a dice pool.

In this instance, I am trying to model the probability of each outcome when rolling 2d4 with 1d4 disadvantage/adversity by looking at the total of the 2 highest dice rolled (which in this case is the entire 2d4) after disadvantage is calculated.

The way disadvantage is intended to work is:

  • Any disadvantage dice that roll a 1 are added to the pool
  • Any disadvantage dice that roll above 1 will remove the highest die in the pool of equal or lesser value from the pool if that die in question is greater than 1 (the disadvantage die itself is not added)

Since it is not possible to remove elements from sequences, I am trying to build up the sequence DISADVANTAGEPROCESSED while excluding dice that would be removed from the pool so the function can then return the total of the requested number of dice specified in the parameter POSTOOUTPUT calculated from this sequence.

I have worked on code similar to the below for several days and while I have advantage (and passing the dice sequence straight through with no advantage or disadvantage) working, I am still not getting what I believe are the correct results that I have done by manually mapping out the 64 possible outcomes.

The mechanics of adding disadvantage dice that roll 1 to the pool seem to be working, as I have determined by running the code with POSSTOOUTPUT set to {3}.

I have a feeling that I am missing something obvious and will still keep working on it, but any insight or guidance that can be offered would be much appreciated.

LOWMAX: 1 DICESEQ: 2d4 ADVANTAGESEQ: {} DISADVANTAGESEQ: 1d4 POSTOOUTPUT: {1..2}  function: POSITION:s DICEPARAM:s with ADVANTAGEPARAM:s advantage and DISADVANTAGEPARAM:s disadvantage {  ADVANTAGE: 0  ADVANTAGEPROCESSED: {}  DISADVANTAGEPROCESSED: {}  \ Other code omitted due to irrelevance \   if DISADVANTAGEPARAM != {} & ADVANTAGEPARAM = {} \If there is only disadvantage \  {      loop Y over {1..#DISADVANTAGEPARAM}  \ Have also tried loop Y over DISADVANTAGEPARAM and not used the indexing \   {     REMOVED: 0 \ This flag is to be set when a die has been removed from the pool for the current disadvantage die in the sequence \    loop X over {1..#DICEPARAM} \ Have also tried loop X over DICEPARAM, no different \    {   \ Have also tried without the whole loops and just gone with code like if DICEPARAM > DISADVANTAGEPARAM hoping that the mechanics of passing dice collections to the function as parameters that expect sequences will do the job, still no luck \     if X@DICEPARAM>Y@DISADVANTAGEPARAM | X@DICEPARAM <=LOWMAX     {      DISADVANTAGEPROCESSED: {DISADVANTAGEPROCESSED, X@DICEPARAM}     }          if X@DICEPARAM <= Y@DISADVANTAGEPARAM     {      if !REMOVED      {       REMOVED: 1      }      else      {       DISADVANTAGEPROCESSED: {DISADVANTAGEPROCESSED, X@DICEPARAM}      }     }      if Y@DISADVANTAGEPARAM <= LOWMAX     {      DISADVANTAGEPROCESSED: {DISADVANTAGEPROCESSED, Y@DISADVANTAGEPARAM}     }      }   }    COMBINED: [sort {DISADVANTAGEPROCESSED}]   result: POSITION@COMBINED    }  }  output [POSTOOUTPUT DICESEQ with ADVANTAGESEQ advantage and DISADVANTAGESEQ disadvantage] named "[DICESEQ] with [ADVANTAGESEQ] advantage and [DISADVANTAGESEQ] disadvantage" ``` 

Can Arcane Abeyance allow you to cast a spell longer than one action in one action? [duplicate]

I recently did this in a campaign of mine and it… ruffled the DM’s feathers to say the least.

Arcane Abeyance is a 10th level Arcane Tradition for the Chronurgy Wizard that allows the caster to condense a 4th level spell or lower into a "mote":

When you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Emphasis mine. As one might tell from my profile, I’m a huge fan of the wonderfully balanced Leomund’s Tiny Hut. The following occurred last night in our campaign:

Obnoxious, power-gaming Wizard and party come face to face with a horrible monster with many claws. With an initiative of 31 (because Chronurgy Wizard is wonderfully balanced), the Wizard releases his pre-prepared mote of Leomund’s Tiny Hut and summons a hemispherical dome inside of the dungeon, blocking the exit with the party inside.

Because Leomund’s Tiny Hut allows for objects to pass out of the barrier but not in, the party peppered to death the poor monster without it having any ability to respond while the Wizard smoked his pipe wistfully. The monster, having no magical ability whatsoever, proceeds to waste its turns digging and attempting to dodge as the party massacres the creature in its own home.

My question is, was the above situation legal, RAW? Is this really allowed and can Arcane Abeyance allow for spells with long cast times to be shortened to a single Action?

Invisibility NOT doing more than exactly what the spells says it does

Please help settle this long running dispute regarding how the invisibility spell works. Invisibility when cast on an object makes the object vanish from sight.


However a fellow players seems insistent on claiming this also provides an additional property not detailed in the spell description. Namely, for example, if the spell is cast on a closed door. the door vanishes from sight revealing the room or area beyond.

My counter to this is to point to the fact invisibility is of the illusion school and the property he is assuming the invisibility spell additionally possesses belongs fundamentally in the divination school.

A ring of X Ray vision for example relies on the spell True Seeing which is of the divination school. Similarly Clairaudience/Clairvoyance, a spell by its effect that would more adequately reflect the ability to see in to an area that is blocked to line of sight is also of the divination (scrying) school.

Is there a general rule regarding exceptions I can point to, that states along the lines of if an exception isn’t documented then it isn’t a principle of the game rule?

I think his problem is that he’s seen invisibility depicted in certain popular media such as sci-fi and fantasy films and assumed that the D&D invisibility spell must work like that by reference and inference.

Must a creature with less than 30 feet of movement dash when effected by Symbol’s Fear effect?

The effect states:

Fear: Each target must make a Wisdom saving throw and becomes Frightened for 1 minute on a failed save. While Frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

The "if able" is where I’m getting hung up. Yes, the creature is able to move 30 feet by dashing, however I’m not sure if that is intended, as it would severely limit certain PCs. If a creature only has 25 feet of movement, such as a gnome or halfling, are they forced to use there dash every turn to make that 30 feet minimum?
This was ruled in my game as no, since it meant 3 members of the party were still functional while the fourth would have been completely useless with having to dash every turn.

Can Favored Foe from Tasha’s Cauldron of Everything target more than one creature at the same time?

The new Ranger ability, Favored Foe, says:

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Since the ability says that you mark the creature when you hit it and that you can use this feature a number of times equal to your proficiency modifier. I am wondering if you could target two creatures in the same turn, since you have Extra Attack at 5th level, to maximize the damage you can deal in a turn.

The scenario I imagine is the following, you attack creature A and mark it, then with your extra attack you attack creature B and mark it. On your next turn, you again attack creature A & B so you can use the "The first time on each of your turns that you hit the favoured enemy" clause of Favoured Foe ability to deal the extra damage since both creatures got hit only once on its turn.

Would this work?

Why is PHP still mostly used to make browser games rather than Python or Java? [closed]

I am a Computer Science student and I have been playing to Travian for years.Travian is a browser based MMOG where you have to build your village and compete for resources. There is no animation, there is 3 main views which is the map, your village and your fields.

I was looking at some Travian clones on GitHub and I found 3 clones, all of them using PHP. Travian has itself build using PHP.

I am wondering if PHP is better in some way than Python for example for building this kind of games? And if so, why would be the reason?

What features, items, or spells allow dodging as a bonus action other than Monk’s Patient Defense?

I’m looking for features, spells, or items that trigger Dwarven Fortitude without the use of Ki points.

Dwarven Fortitude:

Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

The feat requires performing the Dodge action. As such, Sword of the Paruns, Blur, Foresight, or any other thing that gives the benefits of the Dodge action would not trigger the feat, as far as I’m aware.

Is it possible than two simple updates on same table interlocks?

Table A is:

id integer version varchar data jsonb (large data 1mb) fkToBid integer 

Table B is:

id integer other...  

Processes are aggressively running these two updates, in any order. Sometimes with same B.id and sometimes with same A.id:

UPDATE A.version WHERE A.id=:id and UPDATE A.data WHERE A.id=:id 

Why this can interlock? They should lock the A pk and the B pk always in the same order, so it should never interlock, isn’t it ? I heard somewhere about deadlock graph, how to see it?

My website has less than 10 pages: Why does my sitemap have 448 discovered URLs?

I’ve attempted to improve the SEO of my website by submitting a sitemap to Google Search Console.

The status is a success but I have 448 discovered URLs with less than 10 pages on my website: clientsforcounsellors.com/sitemap.xml

Also, when I type in my domain name in the address bar, followed by any slug, e.g. clientsforcounsellors.com/sdlkgr, I’m redirected to my homepage instead of having a 404 page displayed.

What’s the problem here? Do soft 404’s have anything to do with this?