Gizmos not being drawn until GameObject selected

I have implemented Scene loading in my game and have three scenes: Persistent, Main Menu and Game

By default, the player is loaded into the Persistent scene, which immediately loads the Main Menu, and when the player clicks on Play, Main Menu is unloaded and Game is loaded.

Now, the two active scenes are Persistent and Game.

However, I have a script with OnDrawGizmos on a GameObject in the Game scene. It seems that by default gizmos only begin to be drawn when I click on that GameObject, sort of activating it, and everything works fine. This used to just work before because Game was my only scene and Unity automatically selected that first GameObject. Now, with multiple scenes, no GameObject is selected by default and my gizmos won’t draw until I manually click on it.

How can I solve this?

Conquest paladins Fear spell hurts allies until lv10?

So, i noticed an odd detail about Conquest paladins’ ability to use Fear spell regularily. And it seems bizarre, i feel like im missing something/literally cannot read.

The conquest paladin gets their aura at lv7. They get the fear spell at lv9. And they get Aura of Courage at lv10. Basically, until lv10, casting Fear would make any of your allies in 30ft TERRIFIED of you, too (you cant choose, everyone has to save). Granted, if theyre in 10ft of you then their save is boosted -but its still weird. Your main ability and you cant use it the level you get it. You have to wait till 10 for it to be safe?? And even then, if not all your allies are fittable within a 20ft diameter then u cannot cast it -they would be making a STRAIGHT save against you. Also, this spell’s in-character effects are quite cruel. Moreoso than a fireball…. maybe.

Heres the ability descriptions:

Fear 3rd level illusion Casting Time: 1 action Range: Self (30-foot radius) Components: V S M (A white feather or the heart of a hen) Duration: Up to 1 minute Classes: Bard, Sorcerer, Warlock, Wizard You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. 
Aura of Courage Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.  At 18th level, the range of this aura increases to 30 feet. 

What do you think? Is this intentional to, like, balance it or something?? The lv10 aura is part of base paladin, btw. So maybe its sort of just a coincidence?

But if this is how it works, i guess conquest paladin multiclasses will need to bump up to 10 from now on?

Does a Successful Save vs.Disease protect you until the next day?

So you have a monster that can inflict an Injury Track disease. The PC successfully saves to avoid contracting the disease when he is injured in the first round of combat. If he is injured in the same way by the same creature in the 2nd round, does he need to save again or is he "immune" for the rest of the combat and/or day? I can’t find where the RAW addresses this…

Could you switch your target between two creatures under the effects of sanctuary until you succeed your safe?

The spell sanctuary states

You ward a creature within range against Attack. Until the spell ends, any creature who Targets the warded creature with an Attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the Attack or spell. This spell doesn’t protect the warded creature from area Effects, such as the explosion of a Fireball.

The effects of which are quite obvious when one single creature is warded. However, I am wondering how this would work when two creatures are warded and both within range. Could a monster switch between targetting either of them until they succeed on their save?

As an example: two clerics – Alice and Jasper – are ambushed by an powerful vampire named James, they are fiercely opposed to killing and so instead of harming James they both cast sanctuary on themselves. James attempts to bite Alice but fails his save, he then switches his target to Jasper but fails his save again, now what happens? The spell seems to state that he is to choose a new target and does not appear to prohibit targetting Alice once again, however, that does seem to defeat the purpose of the spell.

So, what happens RAW? and RAI?

Is there a difference between “one round” and “until the end of your turn” in terms of duration?

I’m mainly concerned about the effects that last “one round” and “until the end of turn” (like Stone Bones ToB p.84 and Inferno Blade ToB p. 54, respectively). My guess is that “until end of turn” effects end after you’ve taken your “standard” actions (one swift action, one move action, one standard action, or whatever the duration equivalent would be, like a full-round action), so the reactions you take on that round are not affected by that effect. On the contrary “one round” effects would be in effect until it’s that PC’s turn again.

However, my DM insists that both effects would last until that PC’s turn comes again, having no distinction, even if it has different wording. So, really, what’s a round and what’s a turn in this case? Are they the same?

Does Spiritual Weapon stay until the end of its duration if the caster goes uncounscious?

Spiritual Weapon does not require concentration and only has a duration of a minute. When my cleric was knocked unconscious the on-the-fly decision was to keep the weapon waiting around until the end of the spell and I was able to use it again after getting back on my feet. We were wondering however if there was any overall guidance for summons – should they stay until the end of their duration even if the caster goes unconscious?

How can I improve combat so my players don’t always use the strategy of focusing fire on one enemy at a time until it’s dead?

I’m DMing a campaign on 5e with a group of four players. We’re all experienced in RPG in general but not specifically on 5e.

Players are Level 4. Wizard, Fighter, Rogue and Druid, Circle of the Moon.

My players have come to the conclusion that, given the mechanics of the game, is much more effective to focus all the fire power on a creature at a time and avoid spreading damage. Their logic is it really doesn’t matter if a creature has 1 or 80 HP left, as longs a it has over 0, he has all capacity to do damage. In effect, creatures are binary, they are either alive and therefore have full capacity to act, or death, in which case they don’t.

Unfortunately I agree with this assessment but I feel it makes the game less fun. Not because I’m looking for super realistic combat but because it limits the combat strategy to “drop them one at a time”.

As such, they tend to not distribute their efforts or engage separately but, instead, swarm into a single enemy, concentrate all the attacks and then move to the next. This feels to me like the more effective tactic but also the least “fun” and role playing way of doing combat.

Is my players interpretation wrong or am I handling the combat in the wrong way? What am I missing?

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