dice – Why do most people consider a "00" and a "0" on a percentile to roll a 100?

Assuming that the results of a percentile roll range from 1 to 100, why would the results of rolls "00" and "0" be read as "100"?

In any other context outside of a percentile, the "0" on a d10 is interpreted as a "10". In addition, the "00" is read as a "0" in all other rolls of the d100. But specifically for "00" and "0", this results in a "100".

This means that the possible results of a roll "00" with any roll of d10 are 1, 2, 3, 4, 5, 6, 7, 8, 9 and 100.

This raises an additional question of why a "0" on a d10 in the context of a percentile roll is treated as a "0".

Is it just to make it easier to read the percentile, or just so that the 100 does not require an unsightly "90" and "0" instead of the more visually appealing "00" and "0"?

unit – Roll the camera smoothly like the center button of the Google Earth mouse

I can roll when it is a direct roller, that is to say not smoothed but done instantly:

enter description of image here

I was hoping to get a smooth ride too, but that just doesn't work or at least it's very slow:

enter description of image here

The first assignment to trans.up is the first GIF, the second, commented is the second GIF:

using System.Diagnostics.CodeAnalysis;
using UnityEngine;

(SuppressMessage("ReSharper", "Unity.InefficientPropertyAccess"))
public class Example2 : MonoBehaviour
{
    #region New region

    public Transform Target;

    public Camera Camera;
    public float CameraSpeed;
    private float CameraDistance;
    private Vector3 CameraZ;
    private Vector3 CameraXY;

    private Vector3 Mouse;
    public Vector3 MouseSpeed;

    private void Reset()
    {
        CameraSpeed = 2.0f;
        MouseSpeed = new Vector3(+0.25f, -0.25f, 0.25f);
    }

    private void OnGUI()
    {
        if (GUILayout.Button("Reset"))
        {
            Camera.transform.position = Vector3.back * 1.5f;
            Camera.transform.LookAt(Target.position);
            UpdateDirectionAndDistance();
        }
    }

    private void OnEnable()
    {
        UpdateDirectionAndDistance();
    }

    private void UpdateDirectionAndDistance()
    {
        var vector = Target.position - Camera.transform.position;
        CameraZ = Vector3.up;
        CameraXY = vector.normalized;
        CameraDistance = vector.magnitude;
    }

    private void Update()
    {
        var mouse = Input.mousePosition;
        var delta = mouse - Mouse;
        Mouse = mouse;

        var xAxis = Quaternion.identity;
        var yAxis = Quaternion.identity;
        var zAxis = Quaternion.identity;
        var trans = Camera.transform;

        if (Input.GetMouseButton(0))
        {
            xAxis = Quaternion.AngleAxis(delta.x * MouseSpeed.x, trans.up);
            yAxis = Quaternion.AngleAxis(delta.y * MouseSpeed.y, trans.right);
            zAxis = Quaternion.identity;
        }
        else if (Input.GetMouseButton(2))
        {
            xAxis = Quaternion.identity;
            yAxis = Quaternion.identity;
            zAxis = Quaternion.AngleAxis(delta.x * MouseSpeed.z, trans.forward);
        }

        CameraXY = xAxis * yAxis * CameraXY;
        CameraZ = zAxis * CameraZ;

        var time = Time.deltaTime * CameraSpeed;

        trans.position = Vector3.Slerp(trans.position, -CameraXY * CameraDistance, time);

        trans.up = zAxis * trans.up;
        // trans.up = Vector3.Slerp(trans.up, zAxis * trans.up, time); // does not work, extremely slow

        trans.rotation = Quaternion.LookRotation(Target.position - trans.position, trans.up);
    }

    #endregion
}

Here is Google Earth roll, when you hold / drag / release the middle mouse button:

enter description of image here

Question:

How can I implement a smooth bearing like I have for XY axes?

dnd 5th – Do the characters know that they have done a bad job if the result of a dice roll is not automatically obvious?

It is a question of separation of Player / Character knowledge and what makes sense. The extent of RAW that we have is that you are allowed to try again, but …

Multiple capacity checks (DMG 237)
Sometimes a character fails a skill test and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should finally succeed in the task.

The kicker is the section I have bolded. What does "in some cases" mean? We have no precise definition on this.

So you have to fall back on what makes sense. Think if you yourself were trying to accomplish what your character is trying to accomplish. Do you have a reason to try again? Is there any indication that you should try again?

We can assume that a dice result represents the results of your effort, not how hard you tried … so, at least, the characters know they were doing their best. Ultimately, it comes down to this: if you couldn't see the result of the dice (for example, the DM rolled for you), only the actual output of what happened, would you try again?

Let's take some examples …

Search for a room

Suppose, IRL, that you walk into a room and decide to look and see if there is a safe in the room. You search the room from top to bottom and can't find the safe. In fact, there may be a safe in the room – you just didn't think of pulling the light switch from the wall and pressing the button on the side, which would have open the hidden compartment where the safe is.

But here's the important thing … you weren't sure if there was a safe in this room. You searched the room, did your best … but you didn't "roll" high enough to find the hidden commands to reveal the safe. You have no reason to assume that you failed to find the safe, and all reason to assume that there is simply no safe over there.

On the other hand … suppose you lost your keys in your apartment. Well, you know they're there somewhere, so even if your first search "pass" in the apartment fails, you're going to try again because you're aware (or at least believe) that the thing you are looking for exists and is in the place you are looking for, so you know you have "failed" in your search, and try again.

Climb a wall

It's pretty cut and dry, honestly. You tried to climb the wall … you failed. Do you want to try O / N again?

Arts and crafts

Again, cut and dry. You did one thing … how well did you do a job? Well, you can inspect the thing you did and find out. But you may not have the equipment to try again.

Lie detection

It is also quite cut and dry. At the moment, did you believe this person or not? You have no clear evidence in the game to show you that your "check" was incorrect.

followed

Again, this depends on the situation.

Suppose you follow a trail … you cross rough terrain and lose the trail. Well, you know there is a trail and the thing you are following probably hasn't ceased to exist randomly … so you might think of going back to the last place you have saw the track and try to follow it again.

However, if you look in a clearing for signs that a deer was there and you can't find any … well, you don't actually know whether or not there was a deer there, so you can't tell the difference between "missed the signs" and "no deer here". So, again, your character does not have the ability to distinguish between "failure" and "nothing here".

A bit of additional evidence to support …

While this is not directly related to skill checks, it relates in terms of a character's ability to understand how something worked, we have this bit on the invalid spell targets from Xanathar's guide to all.

If the spell normally has no effect on a target that makes a save, the invalid target seems to have made a save, even if it did not attempt one (without implying that the target creature is actually an invalid target).

So, again … as there is no clear evidence that the target was invalid … you just perceive that the spell failed to affect them. You can't tell the difference between "They've successfully backed up" and "They're immune" in the same way that, without evidence, you can't tell the difference between "I didn't drive well enough" and "There is nothing to find."

In short … think about it realistically. If you couldn't see the result of your dice, is there a clear reason for your character to know that they failed? If so, they are right to try again. Otherwise, they cannot say that they have failed.

My website home page does not open properly. The cursor continues to roll

I made my website under wordpress and i am facing a problem to open it properly.

I tried to clear all the cashes and reduce the Java script and CSS. Bu still has the same problem.

Can anyone help? www.biharaajtak.com

What is the reason for having less than 36 images in a single roll of 35mm film?

Before the roll film, there was a sheet film.

With a sheet of film, a photographer could individually select films with specific emulsions for each shot. Applicable characteristics of the emulsion of a film include the sensitivity / speed of the film, the fineness of the grain, the response / color balance, the contrast, as well as the general appearance that different films can provide.

The main advantage of roll film loaded in a light-tight cartridge is the speed at which consecutive shots can be taken and the convenience of having multiple shots in one compact, light-resistant container . The main disadvantage of roll film is that it encloses a photographer in a single emulsion for the entire roll.

Of course, there are different techniques for unloading and subsequent reloading of roll film cartridges. But depending on the design of the camera involved, it is, at best, a royal pain. At worst, this is very problematic and can almost certainly mean loss of parts of some of the exposed images if not done correctly.

Before 1934, when Kodak introduced the single-use cassette, everyone had to load their own roll film on reels or cassettes supplied with the camera. Rumor has it that Oskar Barnack, who was the driving force behind the first mass-marketed 135 camera – the first Leica introduced by Ernst Leitz in 1924, selected the length of 36 images because five feet was the maximum length that he could wipe off by holding one end in his left hand and wiping it off with his right hand without having to place it in a holder.

Of A Brief History of Photography – Part 13: The Story of Leica, short version

Other features introduced in Ur-Leica include a combined film feed and shutter mechanism, which eliminated unwanted double exposures, and the accessory shoe to hold the external viewfinder. The basic design of the accessory shoe has survived without dimensional change in modern times, evolving along the way to incorporate the functionality of the hot shoe for electronic flash, etc. The camera was originally designed to hold a length of film comprising 40 frames, but the film had to load and unload in the dark. To overcome this limitation, Barnak then developed a rechargeable film cassette that could be charged and discharged from the camera in broad daylight. The size of the cassette dictated that the film length be reduced to 36 frames per roll, the standard seen today in 35mm film cassettes. (Leica legend says that the real reason for the length of 36 rolls of exposure came from the length of the film that Barnak could hold in his outstretched arms – feel free to believe which version you prefer! )

This roll of film was produced in England in 1941.
enter description of image here

36 preloaded display rolls have been available in 135 format since Kodak introduced the preloaded disposable cassettes in 1934. This was what could be installed in the cassette at the time. Shorter "half-rolls" were introduced with 18 images which quickly increased to 20. Until around 1980, the two formats available for most of the 135 films were 20 and 36 exposure rolls . Around 1980, the roll of 24 exposures was introduced and gradually replaced the roll of 20 exposures. This happened faster with a negative film than with a positive slide film. When I got into 35mm photography in the mid-80s, 24 images were common for negative films, but slides were still generally sold in 20 rolls of images. (Before that, I was shooting in square cartridge format 126 and the tiny cartridge film 110. The film was too small and the cheap plastic lenses from Dime Store cameras that used 110 were horrible.)

If you have carefully charged the camera and used the absolute minimum amount of leader, you could get 39 images on 36 rolls. I regularly got 26 and sometimes 27 images on a roll of 24 standard images. With thinner film substrates later, it became possible to adjust sufficient length for around 42 to 45 frames in a standard 135 film cassette, depending on how hard you wanted to roll it (which increased the risk of scratching the film when it is wound up and out of the cartridge).

Ilford once produced a very fine variety of 72 polyester-based images of B&W 135 film, but it rolled up horribly and did not lay flat against the back plate of the film. camera. It also required specialized development equipment to handle the longest length.

Many high-volume photographers bought their 135 films in bulk until the end of the film era and loaded them themselves into refillable cassettes. Of course, this had to be done in a completely dark environment or with a "daylight charger" which was filled with about 100 feet (about 800 images, minus the amount used by the leader for each roll) in the dark room and could then be used to load 135 tapes in daylight.

Some of the people who preferred shorter films:

  • Insurance experts who could keep a separate roll of film for each claim number.
  • Forensic police units which could use a separate role for each case.
  • Estate agents who wanted only one property on each roll.
  • Press photographers who wished to have the possibility of using different types of film for each mission during a working day.
  • Camera stores that offered rolls of promotional film when purchasing a new camera or when introducing a new film.
  • Casual photographers who only shot a few images at a time and didn't want to wait weeks or months before using a longer roller before developing the film.

8 to 10 films shot 135 were often labeled "insurance agent" and 12 filming rolls were sometimes marketed as "reporter rolls" in commercial sales channels. Although a few retail channels offer rolls of 8-10-12 exposure, this was quite rare (with the exception of the occasional promotional gift of sample distribution in large department stores. Cameras). Most of these very short rolls have been sold by commercial supply companies.

Did you know that a black woman created Rock and Roll?

And then the blacks finally gave up rock and roll when the whites turned out to be much better.

A black man founded what was to become Chicago. And watch it now. A total crime hit an asshole, mainly because of blacks and their irresponsible family tactics that led children to join gangs.

dnd 5e – Why does Roll20 give me two results for one roll instead of one?

It is for (dis) advantage

You play D&D 5e, there is the rule of (dis) advantage:

you roll a second d20 when you roll. Use the higher of the two rollers if you have an advantage, and use the lower roller if you have a disadvantage

Your spreadsheet has the option "always roll advantage" activated:

enter description of image here

This means that each time you make a throw, the system makes two. You get a higher result if there was an advantage, a lower result if there was a disadvantage or a particular result (the one on the left, for example) every time there was no There was neither an advantage nor a disadvantage. This saves everyone a little time.

If you don't want these double rollers, you can switch the option to "never take advantage" (or ask your DM to do so). There is also a "request advantage" option, when the system asks if you are making a (dis) advantage each time.

Roll20 Roll Result Numbers

When I roll in Roll20 (with my crossbow as an example), I get an exit, as below, in the game log. Why are there two numbers? In the example below, there are the numbers 8 and 25.

enter description of image here

stacking – In Pathfinder 2e, do you need more than one roll to remove persistent damage from multiple sources?

If you suffer persistent damage, you (usually) get a DC15 flat roller to remove it. Various things can trigger this jet and / or change the DC, but it certainly comes right after taking the persistent damage.

Damage from multiple sources only accumulates if it is of a different type. that is, I could have 2 effects of persistent fire damage 2, and on acid 1d6, and I would take 1d6 of acid, and only 2 fires.

The questions are: do you need a separate token to delete each instance of persistent damage? Or can all of this be deleted with a single successful check? And if they are of a different type? If I have two cases of persistent fire damage and one of acid, is it one, two or three rollers to get me out of the injured locker?

pathfinder 1e – Does the Touch of Gracelessness spell require an attack roll?

The spell touch of grace at the entrance Range: Touch. This Range means that "(you) must touch a creature … to affect it" with the touch of grace to spell. This Range entry also means that the rules on both how to do touch attacks and how to use tactile spells in combat apply.

Despite the description of the spell do not saying that it takes a touch attack, in combat, a caster must make a tactile attack to touch an enemy or creature that would otherwise avoid touching the caster. Nothing special exempts the spell touch of grace normal rules.


Note: Other questions and answers relate to horribly under-detailed accidental discharge rules ("If you touch anything or anything while holding a charge, even unintentionally, the spell will unburden itself." "). And the answers to another question describe how to detect the retained charge of a tactile spell.