What happens if a race that naturally has claws picks a class that gives them

Okay let’s take cat folk for example they have an alternate racial trait called cats claws which give a 1d4 claw attack. Then take a look at abyssal bloodline bloodrager and I just realized how awkward that is to say. Anyways the bloodrager gives a a claw attack that deals 1d6 for medium creatures from the get go. So that begs the question which source of claws wins? Granted these are just examples that I noticed first there’s probably other ones out there that I’m not aware of.

The problems I see with the child curse and how to address them [on hold]

So there’s the third party oracle curse called child which reads as follows. I’ve always liked the idea of this curse but I see some major problems with it. My policy has always been to make something as close to a usable state before presenting in order to save dms the trouble.

Child [3PP] Source Oracle’s Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You became an oracle early in life, and your body has remained that of a child.

EFFECT You take a -4 penalty to your Strength modifier for the purpose of Strength checks and your maneuver bonus, and gain a +2 bonus to Escape Artist and Stealth checks.

Your age cannot be magically altered. NPCs may become friendly or unfriendly ( GM’s choice) depending on your behavior and the situation.

Non-magical armor must be tailor-made for your, otherwise it can only be donned hastily, if it can be worn at all.

At 5th level, your Strength penalty is reduced to -2.

At 10th level, you gain a bonus revelation.

At 15 level, add either holy aura or unholy aura (your choice) to your spells known.

First of all it makes no mention of size class and if you follow the philosophy that something only does what it says it does that drags in multiple inconsistencies. If your a child wouldn’t that make you smaller thus lowering your size class based on the average size of your age.

If your pc is a race that’s to the lower end of its size class wouldn’t it become 1 size class smaller. On the other hand if it were to be on the higher end they might not change.

It also makes it so that armor has to be custom fit which would imply that you are smaller to a notable degree which brings me to the next issue.

Second if your size class goes down one step wouldn’t a medium race like a human be able to equip the armor of a small race like a halfling. Furthermore if your small enough to need special armor why wouldn’t you need special weapons.

Third how would this effect age tables. I’d argue age tables have no effect on physical stats but still have an effect on mental stats but that would cause severe balance issues given that one could say they’re venerable get no hits to physical stats but major boosts to mental.

On the other hand since it doesn’t grant eternal youth you could argue that it only effects the outside and the fact that your bodies appearance is locked is what lowers you maximum strength by preventing you from gaining enough size to increase your muscle mass past a certain point which wouldn’t stop the deterioration of organs as well as wear and tear.

Those are the flaws that come to mind. Feel free to post solutions to any other problems that I might have overlooked.

Accessibility in video games, and designing for them

This is not a recent video (at least it was more than a year ago), but I was very fascinated to watch someone with vision impairment (as the result of cancer) playing a fighting game by listening to the sound effects. Actually, his name is Sven but probably better known as Blind Warrior Sven by his followers on social media.

If you are interested you can watch the relevant parts of the interview of Sven (but you should watch how he plays against a very accomplished opponent first) where he explains how he learnt to play from sound.

He explains that the most difficult part of learning how to play is when there are certain moves that the opponent makes where the sound is indistinguishable, which means that he is required to make a guess (hopefully an educated one) about what the opponent is doing and responding to it.

This has made me to think about accessibility issues when designing for games, and whether these elements are taken into account to ensure that people with specific ‘disabilities’ or physical impairments are still able to play and enjoy the game if they choose to do so.

Some of the points I have considered include:

  • Making events perceivable in visual, audio and tactile forms
  • Making response or input speed to events equal in visual, audio or tactile
  • Creating distinct or unique signatures in visual, audio and tactile events

What other examples have you seen and applied in PC, console and mobile games?

UPDATE: Microsoft has developed and shared some guidelines that help improve accessibility in game design

Hashing passwords before sending them to the server

when the user tries to log in ,the post request has the password in clear text. even when using HTTPS the server admins can somehow log post requests and get the user password.

I’m looking for a way to prevent the above threats (admins seeing the password, or the password might get stolen in MIM attack) we don’t need to know the actual password because it is used to encrypt stuff on the client side

i have thought about hashing the password using sha256 before sending but the user password might be weak and the hash could be easily found in rainbow tables so it’s pointless.

however i am out of ideas anyone can help me ?

How do you help a new player evaluate complex multiclassing options without driving them and yourself crazy?

I have people trying to choose between all manners of combinations. From brand new options like adding in artificer. To hexsorcadins.

I have already calculated DPS(damage per second)/HPs/etc. Showed them what features they would gain or lose. But then I run into situations like battle smith vs hexadin where questions like do you want to a be a tanky off-support doesn’t cut it.

Everyone already knows the rules for multiclassing and the downsides. I just don’t want to scare them or myself off the whole prospect because of the complexity. Especially because many have already decided they want to multiclass, they just don’t know which direction to go.

Forcing Users To think up More Complex Passwords / Ease of Remembering Them

Are there any guidelines on the play-off between forcing users to have complex passwords (longer, including numbers and special characters etc) – and the reduction in security if users therefore have to write down these passwords because they can’t remember them ?

To clarify: what I’m thinking about here is where users may have their own preferred (and memorised) set of passwords, but get forced by sites to start making them longer; or adding a number, or sites which just refuse to accept the password unless the site itself deems it strong enough ( hello Google ). So users then have to think of other passwords that fit these particular criteria – which being non standard ones they are then more likely to write down.

So I guess the question is what do users actually do when confronted with a site which tries to force them to use passwords with particular formatting.

If a wildshaped druid somehow got Undead Fortitude, would this prevent them from reverting?

I believe this is completely outside the realms of RAW as I don’t know of any way for a PC to gain Undead Fortitude beside homebrew,

Undead Fortitude reads:

If damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead.

and Wild Shape reads

You automatically revert if you fall unconscious, drop to 0 hit points, or die.

So with these two wordings, if you drop to 0 hit points while wildshaped, and since you retain any features from your race, while wildshaped, does that mean that Undead Fortitude could prevent a wildshaped druid from turning back into its non-beast form?

3 column layout for a song site. Sidebar on left/right, and content between them

So I’m working on a website, an anime one to be precise, where people can read about anime songs, their singers, rate them/post comments to them, add them to their list etc., and this is the current layout of the site of a song.

I think it’s decent, and I’m planning to keep it this way, but I’d like to know what others, maybe some experts think about this layout.

So as you can see, on desktop view there is a sidebar menu on the left(which can’t be closed), and there is another one on the right, which contains some info about the song, such as the embedded youtube video, some statistics, info about the singer(if exists),anime, and the lyrics at the bottom. Both sidebars and the div between them are separately scrollable, but the scrollbars are hidden, because IMO it would ruin the design/layout.

And between them the content div is placed, which contains further information about the song(statistics, song recommendations, comment section etc).

Their width goes like this: 20-65-15

Desktop view

Desktop view

On mobile view, the sidebar on the right is being pushed to the top of the content div, since it perfectly fits in the screen size of a phone, and of course the menu(but without the search section) can be opened with the usual hamburger menu icon, but unlike most sites, it’s placed on the bottom.

Mobile view

Mobile view

This layout is also convenient when the user wishes to read all the comments. On that site, the layout is still the same, so the sidebar on the right is still visible. But this time it’s only visible on desktop view, so this is one privilege of those who visit the site on a PC.

Site of all comments

Do you think a layout like this would be convinent for the users? Or isn’t it too unusual to have sidebars on both sides?