How to show these two plots “clearly”?

The following two plots are not visible when shown togather:

  tr1 = With[{a = 0.1},     Composition[TranslationTransform[{0, 0, a}],      ScalingTransform[{Sqrt[1 - (2 a - a^2)],        Sqrt[1 - (2 a - a^2)], (1 - (2 a - a^2))}]]]; plot1 = Region[TransformedRegion[Sphere[], tr1],    PlotTheme -> "Detailed", PlotRange -> {{-1, 1}, {-1, 1}, {-1, 1}},    AxesOrigin -> {0, 0, 0}, AxesStyle -> Directive[Black, 17],    AxesLabel -> {x, y, z}, AxesEdge -> Automatic]  tr2 = With[{a = 0.2},     Composition[TranslationTransform[{0, 0, a}],      ScalingTransform[{Sqrt[1 - (2 a - a^2)],        Sqrt[1 - (2 a - a^2)], (1 - (2 a - a^2))}]]]; plot2 = Region[TransformedRegion[Sphere[], tr2],    PlotTheme -> "Detailed", PlotRange -> {{-1, 1}, {-1, 1}, {-1, 1}},    AxesOrigin -> {0, 0, 0}, AxesStyle -> Directive[Black, 17],    AxesLabel -> {x, y, z}, AxesEdge -> Automatic]  Show[plot2, plot1] 

How can one plot these with different colors and adjust the transparency such that they are visible neatly?

Would these changes to the Arcane Archer be imbalanced?

The Arcane Archer seems to be pretty underwhelming, mostly because of its limited uses of the Arcane Shot feature. Would it be imbalanced to increase its number of uses per rest to match the number of Arcane Shot options known? The feature would read something like this:

Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice, as well as an addition use of the feature, when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

Compared to other "pick X of Y" subclasses for the Fighter, Arcane Archer is the most limiting:

  • Battle Master gets 3 uses per rest, and has (after Tasha’s) 23 options, as compared to the Archer’s 2 uses per rest, and 8 options; The Battle Master can also further increase the uses by taking the Superior Technique Fighting Style or
  • Rune Knight starts with 2 uses per rest, and has only 6 options to choose from, but that number increases to 5 runes to use, which sets a precedent for an increasing number of uses as the class grows in strength.
  • Eldritch Knight starts with 3 spells known (of 14 1st level spells in the Abjuration and Evocation schools), and 2 uses, but the number of spells known and spell slots grows frequently, nearly every second level.

I think increasing the number of uses of Arcane Shot would at least bring the Arcane Archer closer to some of the more powerful Fighter subclasses, without overpowering this subclass.

The 7th level feature seems balanced, if not strong, and I don’t think needs any changing.

The 10th level feature is weak compared to other fighter 10th level abilities, so I propose adding the Close Quarters Shooting feature, from the UA Sharpshooter subclass:

Close Quarter’s Shooting
At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.
In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.

This feature is relatively situational, and adds a bit of defense to the repertoire of the arcane archer without forcing them to pick one shot over another. Because of the situational nature of this feature I don’t believe it would increase the strength of the class too much, but would still improve things.

The increase to number of uses of Arcane Shot does make the Ever-Ready Shot feature rather underwhelming, So is should be replaced with another feature from the UA Sharpshooter, Rapid Shot:

Rapid Shot
Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. You may not use an Arcane Shot on this additional attack.

This matches the Samurai 15th level feature, and I don’t think adding that feature to this subclass is unfair. As it uses a bonus action, it limits the feature to once per turn, and only on the characters turn. Not allowing an Arcane Shot mostly clarifies that if you split advantage on a use of Arcane Shot, it does not make both attacks have the Arcane Shot.

The 18th level feature I don’t think needs changing, as the increased uses of the Arcane Shot improves the value of the 1d6 or 2d6 extra damage.

What are your thoughts? Is there any change that stacks aggressively in some way I’m missing? Would this be balanced with one feature out?

What are the major differences between these four builds with 17 levels of bard? [closed]

I will be making a level 20 character for a one shot that will have a lot of roleplay and combat. I want to be a bard plus something else. Either a Lore or Whisper bard and then either an Aberrant Mind sorcerer or a Great Old One warlock. I want to have at least 17 levels of bard so at a key moment I can use true polymorph and turn into an Aboleth.

What are the pros and cons of and the major differences between each combination of 17 levels of bard (Lore or Whisper) and 3 levels of either Aberrant Mind sorcerer or a Great Old One warlock?

How are these metal dnd dice?

I am an avid board game enthusiast and Kickstarter super backer. I recently found a very nice DND dice on Kickstarter and I hope to share it with you guys.

InfiniDice is a new Kickstarter inspired by Greek Mythology. The creator was inspired by the themes of godly power and a hero’s ability to make their destiny. The dice are made of metal, very heavy and the hand feeling is nice. It’s a handcraft dice but the balance is great. I pledged these two sets from them, they are super pretty. https://bit.ly/3o6kq9s

Help me identify these dice

I have these dice. I don’t know where they came from or how I got them, and I can’t imagine what they are for. They are 20-sided dice but the numbers on the sides are bananas.

See image

enter image description here

Numbers on them are: 4, 5, 7, 10, 12, 15, 16, 18, 20, 21, 24, 28, 35, 36, 42, 49, 54, 56, 64, 72

I really don’t see an overall pattern here. Opposite sides don’t add up to any consistent number. And for some reason I have two of these dice.

Is it possible to model these probabilities in AnyDice?

I was asked by a pal to help him model a dice mechanic in AnyDice. I must admit I am an absolute neophyte with it, and I offered to solve it using software I’m better versed in. I’d like to be able to help them do this in AnyDice.

The mechanic is as follows:

  • The player and their opponent are each assigned a pool of dice. This is done via other mechanics of the game, of which details are not germane. Suffice to say, the player will have some set of dice (say 2D6, 1D8, and 1D12) that will face off against the opponents pool (which will generally be different from the player’s, say 3D6, 2D8 and 1D12).
  • The player and their oppoent roll their pools.
  • The opponent notes their highest value die. This is the target.
  • The player counts the number of their dice that have a higher value than the target, if any.
  • The count of the dice exceeding the target, if any, is the number of success points.

I searched the AnyDice tag here for questions that might be similar, the closest I found was "Modelling an opposed dice pool mechanic in AnyDice", specifically the answer by Ilmari Karonen.

That question and answer, however, deals with only a single die type.

Can a question like "What are the probabilities of N successes when rolling 4D6 and 6D20 as the player against 6D6 and 4D20 for the opponent?", be handled in AnyDice and produce a chart similar to that below?

enter image description here

What’s with these pointless empty log files? And why does the csvlog mode create plaintext ones too?

I’ve been fighting for days now just to get god damn logging set up. I’ve had to write a ton of code manually because PG doesn’t provide any automated mechanism to do this, for some reason, nor even tells you anything, beyond this: https://www.postgresql.org/docs/12/runtime-config-logging.html#RUNTIME-CONFIG-LOGGING-CSVLOG

I have:

  1. Set up the postgres_log table exactly like it says on that page.
  2. Set up my postgresql.conf like this (also as it says on the page, except it only describes it vaguely and lets me find out everything on my own):
log_destination = 'csvlog' logging_collector = on log_directory = 'C:\pglogs' # Yes, I requires double \ chars or else it removes them entirely... log_filename = 'PG_%Y-%m-%d_%H;%M;%S' log_rotation_age = 1min log_rotation_size = 0 log_truncate_on_rotation = on 
  1. Coded my own mechanism to constantly go through C:\pglogs for any .csv file, skipping any ones that PG reports are already in use with pg_current_logfile, feed them into PG’s table and then delete the file. This took me a huge amount of time and effort and not a word about it was mentioned in that "manual".

Questions:

  1. PostgreSQL creates both PG_2020-09-20_00;56;19.csv (in CSV format) and PG_2020-09-20_00;56;19 (in plaintext format) files. I obviously don’t want the extensionless files. Why are they created?
  2. Every minute (as specified) PG creates new log files, even if there’s nothing new to log. This results in an endless stream of empty log files (which my custom script goes through, "imports" and then deletes). How do I tell PG to stop doing that? It seems like pointless wear & tear on my disk to make empty files which are just deleted seconds later by my ever-running script.
  3. Why isn’t all of this automated? Why do I have to spend so much time to manually cobble together a solution to import the CSV files back into PG? In fact, why are they dumped to CSV files in the first place? Why doesn’t PG have the ability to directly log into that database table? It seems like a pointless exercise to dump CSV files which are only going to be COPYied back into the database and then deleted.