dnd 5e – If a character with the Thrown Weapon Fighting fighting style has no weapons drawn, can they use Two-Weapon Fighting to draw and throw 2 daggers?

No, the interaction of these two rules does not allow you to draw and attack with two daggers using TWF.

(See @Medix2’s answer for how you might achieve the desired result anyway, though.)

The Two-Weapon Fighting rules (as you’ve quoted) require you to already have both weapons drawn (emphasis mine):

When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, (…)

The “holding in one hand” is a qualifier for both the first and the second weapon, meaning that at the start of this attack combo, you need to have both weapons in one hand each.

The Thrown Weapon Fighting fighting style allows you to draw them as part of the Attack action, which means that when you make attack #1, you do not have weapon #2 in your hand.

This concludes in grammatical nitpickery, because Two-Weapon Fighting specifies that the conditions (both weapons in a hand each) have to be met when making the first attack. Since this (implicitly) excludes drawing them within the action, you cannot use Two-Weapon Fighting in this case.


However, as a DM, I personally would absolutely let this slide. You are already taking a niche and likely non-optimal route, so why not?

unity – Character controller falling with positive speed

I’m having very weird problems with my player’s vertical movement. I’m using a Character Controller component with a capsule collider and no rigidbody. For testing purposes, I’ve ended reducing my jump script to just this line:

    owner.CharacterController.Move(new Vector3(0, 0.01f, 0));

When executing this script, the player should just fly upwards at a constant speed, right? Well, what ends up happening is that the player starts jumping in place repeatedly. The jumps are smooth, as if the movement was being affected by gravity. I thought that the standard Character Controller doesn’t handle gravity automatically and you have to do it yourself, so I can’t understand what’s going on here. There is no other code affecting the player, if I comment that line it just rests in place. If I try a different direction (like (0.01f, 0, 0)) the player moves in a straight line in the provided direction as expected. But when moving vertically, weird stuff happens :S

macos – Saving a filename with a special character in Mac?

I’m using a MacBook Pro with Catalina 10.15.7 and keyboard is set to UK English.

I made a folder, mytest on Desktop, and the file test.html with CSS.

The character in question is https://www.compart.com/en/unicode/U+002F

I can use the character in HTML with no problems, but for filenames it’s a bit more of a problem.

It’s a test file, so not for public viewing or usage and wouldn’t be in production files anyway.

I’ve done some light Google-ing, but would appreciate the help as I’m not sure; the only reason for this is simply to learn a bit more about something that I’ve learnt in HTML (characters / unicode).

Can I name a file with the unicode solidus with the name test/mytest/2021.html ?

dnd 5e – What happens if a character takes the Thief of Five Fates invocation, but doesn’t have Warlock spell slots?

The text of the Eldritch Invocation is pretty clear…you can cast bane using a Warlock Spell Slot.

If you don’t have Warlock Spell Slots, you cannot cast it. This same rule applies to a multi-classed Warlock: they have to use a Warlock spell slot for this, they can’t use a normal spell slot that they acquired from, say, Multi-classing Sorcerer.

The language used across these Eldritch Invocations is very consistent. If it was intended that you could cast these spells using some other Spell Slot, then it wouldn’t specify that you had to use a Warlock Spell Slot. It would instead say something like…

You can cast bane once using a spell slot.

But it doesn’t. It would have been very easy for them to leave the specificity out, and they did not. Thus it’s a safe bet that this is intentional.

This is supported by an interview with Jeremy Crawford (lead rules designer for WotC), found here. To transcribe…

Bart Carrol: “So, for example, if it requires a warlock spell slot, then in that case it would require a warlock to be able to use it?”

J. Crawford: “What this feat is saying, is that it doesn’t matter what the prerequisite is. If an Invocation has a prerequisite of any kind, only a Warlock can take it”

While not a definitive ruling (as it’s just an interview, not a formal Sage Advice post), and is using Crawford’s usual circuitious language…I find this to be fairly strong support. Crawford appears to consider “you need a Warlock Spell Slot to cast this” to be a prerequisite.

Regex To Validate A String, But The String Can’t Contain n Number Of A Specific Character

Recently I ran into a validation situation I’ve been trying to solve with regex. The rules are as such:

  • Must start with a capital letter
  • Center of the string may be of any length
  • Center of the string may have any combination of upper and lower case letters and numbers
  • Center of the string may have up to one underscore
  • Must end with a number

I have attempted to match this string with the following regex:

^(?!_{2,})((A-Z)(a-zA-Z0-9_)*(0-9))$

and

^(?<=_{0,1})((A-Z)(a-zA-Z0-9_)*(0-9))$

Both of these attempts still match cases where there is more than one underscore present. I.E. App_l_e9 or App__le9.

How can you check to see if your regex match, I.E. the ((A-Z)(a-zA-Z0-9_)*(0-9)) part contains zero or one underscore in any place within the middle of the string?

unity c++ How can i do a “Crouch” with only a Character Controller with no rigidbody?

I was following Bracky’s fps tutorial but he didn’t add crouching as an option. I took a stab at it but came up empty handed. Here is my script for player movement.

public class PlayerMovment : MonoBehaviour
{
public CharacterController controller;

public float speed = 12f;
public float gravity = -9.81f;
public float jumpHeight = 3f;

public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;

Vector3 velocity;
bool isGrounded;

// Update is called once per frame
void Update()
{
    isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);

    if(isGrounded && velocity.y < 0)
    {
        velocity.y = -2f;
    }

    float x = Input.GetAxis("Horizontal");
    float z = Input.GetAxis("Vertical");

    Vector3 move = transform.right * x + transform.forward * z;

    controller.Move(move * speed * Time.deltaTime);

    if(Input.GetButtonDown("Jump") && isGrounded)
    {
        velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
    }

    velocity.y += gravity * Time.deltaTime;

    controller.Move(velocity * Time.deltaTime);
}

And also have a separate script for mouselook, here that is aswell.

public class Mouselook : MonoBehaviour
{

public float mouseSensitivity = 100f;

public Transform playerBody;

float xRotation = 0f;

// Start is called before the first frame update
void Start()
{
    Cursor.lockState = CursorLockMode.Locked;
}

// Update is called once per frame
void Update()
{
    float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
    float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;

    xRotation -= mouseY;
    xRotation = Mathf.Clamp(xRotation, -90f, 90f);

    transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
    playerBody.Rotate(Vector3.up * mouseX);
}

}

How would I go about adding one without adding a rigidbody or changing my script fully to follow other tutorials? Thank you!

cortex prime – Can a player character avoid dying as long as they still have Plot Points?

I’ve read Cortex Prime and now I’m wondering whether a PC could die. The rule said that “you can spend a PP to avoid being taken out of the scene” (which I translate as dying).

Does this mean that as long as a player still has PP, they can’t die if they don’t wish so?

character death – Can a PC in Cortex Prime die?

I’ve read Cortex Prime and now I’m wondering whether a PC could die. The rule said that “you can spend a PP to avoid being taken out of the scene” (which I translate as dying).

Does this mean that as long as a player still has PP, they can’t die if they don’t wish so?

dnd 5e – Does the 3rd benefit of the (UA) Fizban’s Platinum Shield spell stack with Evasion, so that the character only takes 1/4 damage on a failed Dex save?

The new UA, Unearthed Arcana: Draconic Options, introduces a 6th-level spell called Fizban’s platinum shield that can be cast on a creature within 60 feet of the caster, granting them a few benefits. The description of the final benefit reads as follows:

  • If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

This has the same effect as the Evasion feature of a Monk or Rogue (or Hunter ranger, maybe).

Since this spell benefit and Evasion have the same effect but different names from different sources, would they stack with each other?
For instance, in the case of a 7th-level monk failing a Dex save against the fireball spell while under the effect of this spell, would they take a quarter damage?

character creation – How to Build a 3.5e Gnoll Pugilist

I’m working on a 3.5e build concept for a band of genteel creature PCs (think League of Extraordinary Gentlemen except they are all monsters), in my case a Gnoll.

A dapper, well-mannered Gnoll who prefers fisticuffs.

Fairly open to sources from WotC/Dragon/etc.

I’m thinking of starting with Pugilist/City-Brawler class variants from Dragon — then maybe unarmed Swordsage and/or maybe Overwhelming Attack Monk or Dungeoncrasher later?

Any thoughts for making this rather specific and less than optimal build viable?