dnd 5th – Can a character react before his turn?

There are two relevant rules in the player's manual, the focus being on relevance:

The reactions

Some special abilities, spells and situations allow you to take a special action called reaction. […]

When you take a reaction, you can not take another one before the start of your next turn. If the reaction interrupts the turn of another creature, that creature may continue its turn just after the reaction.

-PHB, p. 190

Surprise

[…]

If you are surprised, you can not move or do anything in your first round of combat, and you can not react until the end of this round. A member of a group may be surprised even if the other members are not.

-PHB, p. 189

Thus, between these two sections, we understand that the only point where a reaction is "refreshed" is at the beginning of a character's turn; there is no explicit point where the "initial reaction" is given, so it is available before the character has his turn.

The only scenario in which a character would not gain his reaction is if he is surprised or otherwise under an explicit effect that prevents the use of the reaction of a character.

A character needs an action that allows him to use his reaction

Most of the regular uses of Reactions are unaffected because they happen before the first turn of a character (Attacks of Opportunities, Counterspelletc.), but one of the common uses is prepared action; According to the rules, a character will not be able to react with a ready action because they could not put it in place first because of not having had their first round yet.

Strictly RAW, "Actions in Combat" can not be taken apart from the initiative. Many DMs drop this restriction on a case-by-case basis, as it would be tedious to rule on this rule for every possible decision that a character might make, but as a general rule, allowing characters to act out of combat may in good standing General. drive the characters to additional attacks, and is a concept that is meant to encapsulate by order of initiative.

So, unless otherwise stated by your DM on the Ready action, a character will not be able to use the reaction given by Ready Action before his first turn.

ios – 3D character movement management in AR

I am working on an ARKit project where I have to manage the moving of an object (white box) on a plane (blue square).

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The characteristics of the environment are:

  • The box can only move in 2D along the X and Z axes
  • The plane can rotate in 3D from its center on the 3 axes
  • The aircraft can be moving in all directions of the ARW world.
  • the user can move in the plane in all directions (obviously some positions will be hard to reach but, as the plane can move, it could also be above or at below the user).
  • The user can rotate the device in his hands around the 3 axes of the device (defined by the EulerAngles of the device).

The movement of the box is treated by a sweeping motion on the device. Whatever the position of the user or the aircraft, a scan must move the box in the direction of it in relation to what the user sees on the screen, which is not necessarily the same direction in the box's coordinate space (top on the device can lie exactly in the plane if, for example, the user s & # 39; 39; is moved 90 ° to the left of the plane or if the plane has rotated 90 ° to the right, the user still being at its original location, in the case of a start with the plane in front of the user, as in the photo above). The possible combinations are infinite.

Intuitively, I would say that I need:

  • to determine the position of the user (that is, a camera) in the coordinate space of the planar node
  • to determine the new EulerAngles of the device also in the coordinate space of the planar node
  • simulate the position of the user on a virtual sphere (that of the image above with the center of the plane as the center of the sphere), with its new EulerAngles
  • define for each zone of the sphere and range of new EulerAngles cameras, a set of rules that would translate the sweeping motion on the device in real motion of the cube

Is there an easier way to do it?

dnd 5th – How can I tell my Dungeon Master that his custom feat breaks my character?

I discovered today that my DM (D & D 5e) had made some modifications to the background of my character, especially some of the constituent parts of his "creation". These changes are on the borderline of myth and logic, which would not be a problem unless it has landed more on the myth side, which has placed the soul in a position "adjacent to death". My character is a twin soul, a pair of twin babies who have been seriously injured and, before dying, the traveler stepped in and bound them into one being.

To quote my DM:

Yes but I have a system where, like [character] the levels of the manifestations of his soul become more powerful and he acquires new abilities. Level 3: Beyond the Valley: Your eyes turn milky white and you can see through the eyes of your second soul (Ethereal Vision 10ft) 1 / short or long rest. 6th Level: Ghostly Presence: You can activate this ability to turn your body into a ghost (Fair Appearance) and if in battle any creature that can see you must make a save roll equal to 8 + skill bonus + charisma modifier. You should be dead, the traveler is powerful but not powerful enough to eliminate all the factors of a dead soul, the queen of crows would never allow it.

The problem is that in my original story, the character was not really dead. Near death, but not dead. Saved from death by the traveler. Its changes place this event in the kingdom of the crows queen and lead to the problem of "adjacent death".

As a result, I now have some problems. First of all, she started by telling me about two custom exploits, which do not make sense, either mechanically or for the character.
Second, with these changes, the reason for being the story of the character does not make sense. It's already a crazy character, but with these changes, it's really bad and I can not play that. I predict that it will be unplayable at level 6.

Playing in character This is a bit of a goal for me, and some characters are simply unrealistic, even for D & D. A crazy teenager who likes to stab objects, eat his lunch in random sewers and goes everywhere, is pretty crazy. There is no need for me to add all this semi-ethereal mess, adjacent to death and half ghost.

I do not know if she will add the exploit or force me to replace it with a feat I would have taken. In any case, it adds nonsense to a character. She seems to think that it's a really cool thing, so if I let that happen and ignore her, she'll be more insulted in the long run. So, I have to smother this in the bud, but as cleanly and gently as possible.

So, explanation given, my question is: how can I tell him this without insulting him?

Why do anagathics cost so much in character creation in Mongoose Traveler 2e?

It costs around 700,000 crowns per quarter!

How can anyone afford this through his profits (or being in great medical debt)?
Or maybe it's a mistake in PDF?

It's not worth it at all. In addition, it requires a SOC10 + roll and the player must make two rolls of survival instead of one.

Anagathiques

dnd 5th – How would a player character pay for an item priced below 1cp?

In the real world, I can go into a grocery store, pick up a dozen eggs for $ 1.50, calculate that it's $ 12.5 an egg, and try to buy two eggs at the checkout for a quarter, but the clerk refuses to do it. sell me these 2 eggs because the store does not offer the purchase of individual eggs. If I want these 2 eggs, I can buy a dozen at a high price. Indeed, a carton of 10 eggs is essentially unsalable for groceries.

In the game, if a trader has prepared a pack of 20 slingshots for a total of 4cp, you may be able to calculate that the price per ball is 0.2cp, but that does not mean that the trader is ready to sell part of the package. . The trader has the right to offer whole packets of 20 balls, to take it or leave it.

Even bargaining is unlikely to succeed. Suppose you bid 1cp just to buy 1 ball. Even if it exceeds the unit price of the merchant, it would probably fall because the remaining 19 bullets are not a complete package and the next customer will be indifferent to a purchase without bargain or discount, which makes the prospect barely worthy of the trader . time.

So, let the player haggle if he wants, but the trader must behave like a real person, which probably means refusing to sell a single unit of a batch supply. If you think that the player manages to negotiate a pleasant total with the trader, this should not involve the invention of a new currency, but the conditions that the player and the trader find enjoyable are entirely dependent on the The player's argument and the merchant's behavior.

java – Swap the elements of an array if the first characters match, but only once per first character

This is my solution to the CodingBat problem p150113. My knowledge of Java dates back to 2011 and I would like to know if it's still the optimal way to tackle such a problem. and if my code is clean and understandable.

We will say that two strings "match" if they are not empty and that their first characters are the same. Loop and then return the given array of non-empty strings as follows: If a string matches a previous string in the array, swap the 2 strings in the array. A first character in particular can only cause an exchange. Therefore, once a character has caused an exchange, its subsequent exchanges are disabled. By using a map, this can be solved in a single pass on the board.

firstSwap (["ab", "ac"]) → ["ac", "ab"]
firstSwap (["ax", "bx", "cx", "cy", "by", "ay", "aaa", "azz"]) → ["ay", "by", "cy", "cx", "bx", "ax", "aaa", "azz"]
firstSwap (["ax", "bx", "ay", "by", "ai", "aj", "bx", "by"]) → ["ay", "by", "ax", "bx", "ai", "aj", "bx", "by"]

public channel[] firstSwap (String[] chains) {
HashMap hashMap = new HashMap <> ();
int counter = 0;
int index = 0;
for (String s: strings) {
String firstChar = ssubstring (0,1);
if (hashMap.containsKey (firstChar)) {
// make the switch in the table
if (hashMap.get (firstChar)> -1) {
index = hashMap.get (firstChar);
String temp = strings[counter];
some ropes[counter] = ropes[index];
some ropes[index] = temp;
// make sure it is not traded anymore:
hashMap.put (firstChar, -1);
}
} other {
hashMap.put (firstChar, counter);
}

counter = counter + 1;
}
return strings
}

Query formula excludes results with newline character

It seems that there is a bug in the Google Sheets query formula in which results with a newline character (character 10) are excluded when the column is filtered. Is there a way around this or am I doing something wrong

The source data in columns A: C, the query formula in E1 does not return rows 5 or 6, although the filtering criteria stipulate this.

Invisibility – Will an amulet of evidence against detection and location prevent an invisible character from being observed DIRECTLY with the magic of divination?

I understand that the Amulet would prevent the wearer from being spotted by locating / reprimanding spells, but would also protect him from being detected in plain line of sight by someone with an effect that would allow them to see the invisible, such as Truesight . or wear an eye dress?

5th dnd – Can a character have two past?

I have in mind a charter that has two passed. Basically, I want to create a character who keeps in memory the memories of two other people. A bit like a double personality, but rather like a fusion of the two characters, she has her own thoughts and her personality retains only the skills and memories of the other two. How can I do this job and they are all rules against it.

physics – How can I stop the speed of my character in one direction?

I move a character by setting its velocity. It works perfectly and stops as I wish when I move at the same time forward and to the side and stop moving neither laterally nor forward. . It's a problem because it's very weird and I would like my character to be able to run away.

Here are the functions that I call in the update

Private Void UserInput ()
{


if (Input.GetKey (KeyCode.W))
{
Forward = true;
}
other
{
Forward = false;
}


if (Input.GetKey (KeyCode.S))
{
Back = true;
}
other
{
Backward = false;
}


if (Input.GetKey (KeyCode.D))
{
Right = true;
}
other
{
Right = false;
}


if (Input.GetKey (KeyCode.A))
{
Left = true;
}
other
{
Left = false;
}

}

Empty Private Movement ()
{



if (transform.position.y <= -40)
{
transform.position = new Vector3 (0, 4, 0);
Delta = new vector 3 (0, 4, 0);
}

if (AnimController.GetInteger ("AnimPar")! = 3)
{

if ((Left! = true && Right! = true && Forward! = true && Backward! = true) || (Input.GetKeyUp (KeyCode.A)) || (Input.GetKeyUp (KeyCode.D)) || Input.GetKeyUp (KeyCode.S)) || (Input.GetKeyUp (KeyCode.W)))
{
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
Delta = transformation.position;

}

if (Input.GetKey (KeyCode.LeftShift))
{
walkSpeed ​​= initialWalkSpeed ​​* 2;
}
other
{
walkSpeed ​​= initialWalkSpeed;
}


if ((Forward && Right) || (Forward && Left) || (Backward && Right) || (Backward && Left))
{
walkSpeed ​​* = .7f;
}

if (Transfer)
{
Delta + = transformation.forward * walkSpeed ​​* Time.deltaTime;
}

if (backwards)
{
Delta - = transform.forward * walkSpeed ​​* Time.deltaTime;
}

if (right)
{
Delta + = transform.right * walkSpeed ​​* Time.deltaTime;
}

if (left)
{
Delta - = transformation.right * walkSpeed ​​* Time.deltaTime;

}



if ((Left! = true && Right! = true && Forward! = true && Backward! = true) || (Input.GetKeyUp (KeyCode.A)) || (Input.GetKeyUp (KeyCode.D)) || Input.GetKeyUp (KeyCode.S)) || (Input.GetKeyUp (KeyCode.W)))
{
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
Delta = transformation.position;

}



rb.velocity = new Vector3 (- (transform.position.x - Delta.x), rb.velocity.y, - (transform.position.z - Delta.z));




}
}

I've been looking for answers online for hours, so any help / advice would be greatly appreciated!