dnd 5e – Will loot you find on the Astral Plane while using the Astral Projection spell remain in your possession when the spell ends?

While under the effect of the astral projection spell, you have an astral body which has the following rules:

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions.

I don’t think that you keep stuff if you pick it normally because of the following line (but please correct me if I’m wrong):

Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

It doesn’t specifically say that you cannot pick up loot and take it with you, but it differentiates the astral form from the physical form in a way that they are in no way connected (except the cord).

But, my possessions are being replicated, including my bag of holding. If I pick something up in the Astral Plane and put it into my bag of holding, will it remain in there when I return to my physical body?

dnd 5e – Will loot you find on the astral plane while using astral projection remain when you leave it?

While under the effect of astral projection you have an astral body which has the following rules:

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions.

I don’t think that you keep stuff if you pick it normally because the following lines (but please correct me if I’m wrong).

Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

It doesn’t specifically say that you cannot pick up loot and take it with you, but it differentiates the astral form from the physical form in a way that they are in no way connected (except the cord).

But, my possessions are being replicated, also my bag of holding. If I pick something up in the astral plane and put it into my bag of holding, will it remain in there when I return to my physical body?

What should I loot tonight to show my support for Black Lives Matter?

Make some signs that say JUSTICE FOR DAVID DORN and PAT UNDERWOOD, give them to protesters. If black lives really mattered to the BLM group and liberals, they would be screaming for justice for these black men,  not ignoring their deaths. The Only black lives that seem to matter are ones that can be used for a political agenda. Those men were killed by fellow lib protesters while trying to protect businesses and are being ignored by liberal protesters. 

Get RuneScape 3 Loot Duels 2020 Antique Chest & More – SEO Help (general conversation)

Treasure Hunter's latest promotion, RS Loot Duels, has been active in the game for a limited time. During this TH promotion, you have a chance to get an antique RS chest, a Phoenix chest and other prizes.

When and how to participate in RS Loot Duels?

As the latest promotion from Treasure Hunter, RS Loot Duels is now active and will run until 11:59 p.m. on Monday April 20, 2020. During this TH promotion, five regular chests on the interface are replaced by two. When a chest is opened, the two chests will change and be replaced with new chests.
Unlike the previous Treasure Hunter promotions, this time the "blind choice" has been removed. This means that during RS loot duels you can choose from 3 different prizes of the same rarity when opening a chest.

Chests Won During RS Loot Duels

There is a chance to get the following chests from the RS3 Loot Duels Treasure Hunter promotion:
Treasure Hunter Chest (containing a random TH item)
Experiment chest (containing stars and lamps)
Antique chest (containing old TH items)
Protean chest (containing protean objects)
Skill chest (containing skill items)
Adamant safe (offering 2x the normal price of a safe)
Runic chest (offering 3 times the normal prices)
Dragon Chest (offering 4x normal prices)
Chest of God (offering 5 times the normal prices)
Rainbow chest (offering 2x-7x normal prices)
Double dragon inflexible chest (offering 4x price)
Double dragon runes chest (offering 6x price)
Double dragon dragon chest (offering 8 prices)
Double dragon god chest (offering 10 prizes)
Genius Chest (containing a random magic lamp)
Smoking chest (containing a random size smoking lamp)
Phoenix safe (containing a random size Phoenix lamp)
Sunken chest (containing a bubbling lamp of random size)

Have you joined the RS Loot Duels Treasure Hunter promotion? Anyway, every week you can enjoy the latest game and guide updates on our site – RSorder.com. And welcome to get cheap OSRS gold and RuneScape gold at any time on RSorder.

conversion – Converting the PF1 adventure to pf2 – loot?

I wonder about the loot and the transition from pf1 to pf2.

In pf2, the focus went from gp to sp I don't know if the loot should be demoted when I convert an adventure.

As an example, the Hollows Last Hope adventure leads adventurers on their way from level 1 to level 2-3. During one of the meetings (not the meeting with the boss!), The group can find a treasure composed of a ruby ​​(worth 300 gp but can be used on a magic object in the dungeon and therefore lost) and 62 gp.

As it is not the only treasure they find (some magic arrows, rings, … and master weapons).

I wonder if it should be the same in pf2.

Hence my question: when converting adventurers from pf1 to pf2, is there anything to keep in mind when it comes to loot (downgrade or upgrade it to terms of value)?

Attempt to have a group of units create random values ​​independently in python 3 for a recovery loot system

I'm working on creating a recovery mechanic for my game. I want different units to calculate recovery after an encounter to randomly determine how much each has recovered from fallen allies or attackers.

As I have configured it now, it is calculated as a group.
IE: If I have a group of units that can collectively recover a value of 5 and for each recovery point I can potentially earn 1 to 4 recovery coins, then I have a range of 5 to 20 salvage pieces (provided there are 20 or more salvage pieces to collect). I simply multiply the total recovery value of the group by a randomly determined number in the range of 1 to 4.

My question is, how can I make each unit calculate its recovery individually from its own range, rather than as a group as I do now to give greater variance in the amount of recovery generated?

I am rather new and any suggestion or idea would be appreciated.

Here is the code for a demo that I set up for the recovery system:

import random

parts_inventory = 0
undif_unit_count = 999
haulers = 2
foragers = 1
salvage_value = (haulers * 2) + foragers
temp_salvage = 0
salvage_random = random.randint(1, 4)

attack = random.randint(1, 6)
fatalities = attack
salvage_pool = fatalities * 4

print("There were {} units destroyed resulting in {} pieces of potential salvage".format(attack, salvage_pool))
print("Your units can haul away {} peice of salvage".format(salvage_value))


def salvage_operation(parts_inventory=parts_inventory):
    print("Encounter Haul {}".format(salvage_value))
    if salvage_value <= salvage_pool:
        print("You gained {} salvaged parts.".format(salvage_value))
        parts_inventory = parts_inventory + salvage_value
    if salvage_value > salvage_pool:
        print("You gained {} salvaged parts.".format(salvage_pool))
        parts_inventory = parts_inventory + salvage_pool
salvage_operation()

dragon age rpg – Looking for a role playing game that is an open world with bosses and loot tables

Recently, I really got into the rpg genre, but none of them really match what I'm looking for. I'm looking for a game that is an open world, has a good fight (not just spam without worrying about dying until everything is dead), maybe a skill tree, classes, a mmo for so you can find other people wandering around the world and helping each other and stuff, and a good loot system like the rare and rare with possibly modifiers too (sharp, weak, legendary, etc.) . I know it's a lot and a little difficult, but I just can't seem to find anything like it.

dnd 5e – How to manage players who take more than their fair share of loot?

In a few different groups I have played with, a player takes more than their fair share of loot. Is there a good way to handle this?

Group 1 is online and in this group I am one of the players. The witch has taken on several magical cloaks. Obviously, she can't wear multiple capes at the same time. Instead of giving the unused cape to one of the other players (not all of whom have capes), she put the unused cape in her pack. Later, she basically destroyed the extra cloak for use as scrap fabric. This character also claims magic items (they will literally say "gimme gimme") which are clearly intended for other classes. This character also hides in combat and contributes the least (although in his defense, the player is really unlucky when he rolls dice).

Group 2 is in person, and in this group I am the DM. In the last session, the cleric took ALL of the treasure – a wand of secrets, two healing potions, and two silver daggers. The cleric never shared the wand or the potions, even though the wizard was the one who identified the wand. The clerk finally shared one of the daggers, but only when the group met a lycanthrope, and even then only with the character of the husband.

As a player, I want to distribute magic items in a way that benefits the group. Ideally, this distribution would also be fairly uniform.

As an MD, I want all of my players (not just one) to feel they are getting a fair share of the loot. At the same time, I don't feel comfortable stepping in and sharing their loot for them.

This is the fifth edition, so magic items are less common than previous editions of Dungeons & Dragons.

java – Forge 1.14.4 Modec: modulate vanilla loot tables

I can not figure out how to replace the vanilla loot tables, I've been here for hours and can not find anything online. Just very outdated tutorials.
I've added custom crops and seeds to my mod. Now, I need these seeds for them to fall from the world's grass.

The loot tables of my custom blocks are in data.modId.loot_tables.blocks and work fine.

Now, when I try to replace the grass to deposit an object of my choice, for example coal, I do this:

1] Do grass.json

2] fill it out:

{
  "type": "minecraft:block",
  "pools": [
    {
      "rolls": 1,
      "entries": [
        {
          "type": "minecraft:alternatives",
          "children": [
            {
              "type": "minecraft:item",
              "conditions": [
                {
                  "condition": "minecraft:match_tool",
                  "predicate": {
                    "item": "minecraft:shears"
                  }
                }
              ],
              "name": "minecraft:grass"
            },
            {
              "type": "minecraft:item",
              "conditions": [
                {
                  "condition": "minecraft:random_chance",
                  "chance": 0.125
                }
              ],
              "functions": [
                {
                  "function": "minecraft:apply_bonus",
                  "enchantment": "minecraft:fortune",
                  "formula": "minecraft:uniform_bonus_count",
                  "parameters": {
                    "bonusMultiplier": 2
                  }
                },
                {
                  "function": "minecraft:explosion_decay"
                }
              ],
              "name": "minecraft:coal"
            }
          ]
        }
      ]
    }
  ]
}

3] place it in my project in data.minecraft.loot_tables.blocks

When I test it in game, the grass always drops the wheat seeds and not the coal. Why?

Autohotkey for loot in the Tibia

I made the following command to grab an item and drag it into a bag, but that does not work, can anyone help?
~ NumpadDel :: SendInput {MouseClickDrag, 240, 345, 202, 515}