## dnd 5e – Can magic items let you cast spells with long casting times as actions?

If a specific rule contradicts a general rule, the specific rule wins.

Here, you are giving examples of items that are giving specific rule that contradicts the general rule on casting times.

The DMG even states that some magic items can modify the casting times:

(A spell cast from a magic item) uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell. (DMG p. 141)

The Staff of the Woodlands is indeed one of those exceptional items. It says:

You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it (…)

The rule for this staff says that you use an action to cast a spell. The fact that one of those spells is awaken (normal casting time 8 hours) does not matter. That casting time is now superseded by the effect of the magic item.

Thus, any similar magic item that has some effect in it that modifies the casting time, will similarly override the general rule. In this way, magic items can indeed allow you to cast spells using a shorter casting time than normal.

### Other effects can modify casting times as well

Spells (eg Wish), metamagic, and other features already exist to modify the casting times of spells. So magic item use is far from the only example of a specific effect overriding spells’ casting times.

Jeremy Crawford also explicitly agrees with this:

The staff of the woodlands allows you to cast the awaken spell as an action, superseding the spell’s normal casting time of 8 hours. Some magic items make exceptions like that, as noted on page 141 of the Dungeon Master’s Guide (see the “Spells” section on that page).

And he also agrees in the very similar case of the necklace of prayer beads:

A necklace of prayer beads lets you cast a spell it contains as a bonus action, regardless of the spell’s normal casting time. For more about how the necklace works, see page 182 of the Dungeon Master’s Guide.

## rt.representation theory – Are there analogues of Young tableaux for more general group actions of the symmetric group?

Let $$G = Sigma_n$$ denote the symmetric group on $$n$$ elements. Let $$underline{n} = {1,ldots,n}$$. It is clear that $$G$$ acts transitively on $$underline{n}$$. Moreover, if we have a copy of $$V$$ ($$V$$ a finite-dimensional complex vector space) for every element in $$underline{n}$$, then we can form their tensor product

$$bigotimes_{i in underline{n}} V$$

and it is clear that $$G$$ acts on it. This is related to the theory of Young tableaux and Young symmetrizers.

Now let $$C_2(underline{n}) = { (i,j) in underline{n} times underline{n}; i neq j }$$. $$G$$ also acts transitively on $$C_2(underline{n})$$. Now suppose also you have a copy of a finite-dimensional complex vector space $$V$$, one for each $$(i,j) in C_2(underline{n})$$, and you form their tensor product

$$bigotimes_{(i,j) in C_2(underline{n})} V.$$

Then $$G$$ acts on that tensor product. Can one define analogues of Young tableaux in this case, which would give irreducible representations of $$G$$, which are subrepresentations of the “big” tensor product representation that I just wrote down?

I am mostly interested in the case where $$V = mathbb{C}^2$$ (but my questions make sense in a more general setting as well).

## dnd 5e – Can a player controlling an NPC use its Legendary Actions?

### Strictly speaking, a Player Character doesn’t know a creature’s statblock; Mind control is almost always left up to the GM

Thus, you simply cannot tell a creature to use a legendary action in as many words; you’d instead have to describe what you want the creature to do and then the GM would determine how that plays out. This is the case for mind control in general, and this is no exception.

That said, let’s look at dominate monster more closely:

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

You cannot specifically tell a monster to use a particular legendary, lair, or other sort of action because that command would be far more specific than a general course of action. In order to do this, you would have to take total and precise control of the target, which the spell explicitly allows you to do. Then you would have to describe what you want the creature to do and the GM would narrate the results.

Similarly, the Necromancy Wizard’s Command Undead feature says that the creature “obeys your commands”. What this means, what you can command it to do, the amount of knowledge you have about its available actions, and the precision allowed in your commands is entirely going to be up to the GM.

## javascript – vuejs: best practices with vuex when you call multiple actions

I am working on a project in which I am using vue js 2 and electron ,
to manage the state I use vuex , I have at least 20 actions to call

methods: {
...mapActions('Store1', ('FETCH_AB',...)),
...mapActions('Store2', ('FETCH_DS',...)),
...mapActions('Store3', ('FETCH_SD')),
...mapActions('Store4', ('FETCH_XD')),
...mapActions('Store5', ('FETCH_SD')),
...mapActions('Store6', ('FETCH_AZ'))
}

I use …mapActions in my file vue
and to call it :

async mounted(){
this.FETCH_AZ()
this.FETCH_DS()
....
}

I created an method mounted
but i don’t know if it’s the best way to use vuex when you have enough actions to call
and there are actions that need getter or data from actions
i mean by example :

const actions = {
async FETCH_AZ(){
const valueM8 = vm.\$store.getters('Store1/GET_AB')
....
}
}

i.e. an action can use the result of another action to do other operations

## User Flow – How to visualise that multiple actions result in the same outcome?

This is for a Pinterest mobile interface case study. I am looking to redesign the Visual Search feature and, to visualise how unnecessarily complex the feature is, I tried to design a User Flow showing that there are 4 different ways to access the feature – on the same page.

It feels a bit cluttered and I am not sure it is sending the right information.

So I attempted another structure that is a bit more linear? But again, I am not sure if it’s effective information.

Do you have any suggestions or feedback on how to improve this user flow? The goal is not for me to understand the flow, but for those I would show the flow to.

Just saw that on my machine with Windows 10 Home (version 20H2 build 19042.610), these past days, Windows Security, more specifically Controlled folder access has been blocking some apps/processes, more specifically the following ones:

Which is trying to control the folder

DeviceCdRom0

Which is trying to control the folder

DeviceHarddiskVolume3

Both of these have been happening when I am away.

By searching for the apps/processes above, I found an .exe with the same name as them in C:WindowsSystem32.

Why is this happening? Should I take measure to prevent this from happening?

## design patterns – Do users notice text changes on call to actions?

Brief product Description
So I have been working on a digital project where the product is an online presentation software where the user(Teacher) has presentation slides to select and
conducts presentations to the students.

Problem
The teacher needs to select a presentation slide before heading towards the lobby where the presentation takes place along with other students as you can see on the screens below. The usual process is that the user selects the desired presentation slide and clicks on “continue” and proceeds or the user selects “Continue without presentation slide” where the user gets the default presentation which is a welcome slide.However, the default slide can be changed in the account settings. When the user sets a default slide in the account settings and the slide is not available anymore. The user needs to know that. My initial thoughts were  to change the text on the call to action button from “Continue with Default Presentation”to “Continue without presentation slide(here the default slide would become the welcome slide)”. But I am not sure if the user will notice this change or it is better to implement a tooltip like this https://codemyui.com/button-tooltip-hover/ but I think Defaults are used to make the process faster so I think this prolongs the users time. Hence, I think something like this would be more appropriate https://codemyui.com/wonky-rise-css-tooltip-hover/ What do you guyz think? Thank you

## What in the BOTW game engine makes physics behave wildly when certain actions are triggered during bullet-time?

Thanks for contributing an answer to Game Development Stack Exchange!

But avoid

• Making statements based on opinion; back them up with references or personal experience.

Use MathJax to format equations. MathJax reference.

## Sources Say Yes… unless you think that’s too strong.

Broadly speaking, it seems pretty clear that the idea of Stun is that Stun X is going to cost the character X actions. Having a Stun 1 on their turn cost the character as many as 3 actions is a significant increase to the power of the effect… and that actually has some meaning here, beyond vague handwaving claims someone might make about RAI

Core Rulebook, Page 444 says

Sometimes a rule could be interpreted multiple ways. If one version is
too good to be true, it probably is. If a rule seems to have wording
with problematic repercussions or doesn’t work as intended, work with
your group to find a good solution, rather than just playing with the
rule as printed.

At the same time, we know what the actual intended rules are, as they’re laid out pretty clearly in the sidebar on Gaining and Losing Actions, also in the core rulebook (page 622, I think)

Quickened, slowed, and stunned are the primary ways you can gain or
lose actions on a turn. The rules for how this works appear on page
462. In brief, these conditions alter how many actions you regain at the start of your turn; thus, gaining the condition in the middle of
have conflicting conditions that affect your number of actions, you
choose which actions you lose. For instance, the action gained from
haste lets you only Stride or Strike, so if you need to lose one
action because you’re also slowed, you might decide to lose the action
from haste, letting you keep your other actions that can be used more
flexibly.

Some conditions prevent you from taking a certain subset of actions,
typically reactions. Other conditions simply say you can’t act. When
you can’t act, you’re unable to take any actions at all. Unlike slowed
or stunned, these don’t change the number of actions you regain; they
just prevent you from using them. That means if you are somehow cured
of paralysis on your turn, you can act immediately.

The rules also indicate that you lose any leftover actions/reactions at the beginning of your next turn.

So the rules as written indicate that if you start your turn, take a swing with one action and get hit by a Stun 1, then your two remaining actions sit there useless (unless you can somehow cure that stun on your turn), and if you still have a reaction it is likewise useless. At the beginning of your next turn, you lose the leftover actions/reaction as normal, and regain a fresh set, with one less action because of the stun. The stun, at that point, goes away.

If you feel that that’s not working as intended, however, or that it has problematic repercussions, you are expected to “work with your group to find a good solution”. Alternately, as the GM, you could tweak the rule for yourself, either for this creature, or as a general houserule on the effects of Stun during someone’s turn.

## Drupal recaptcha_v3 actions can be tracked in feature?

I using the recaptcha_v3 module in Drupal 7, is there are anyway we can track the actions we are adding part of the feature or it should be added through the hook_update_N() when we push from one environment to another?