## dnd 5th – How does blindness affect the wild form of the druid?

One of my computers is a halfling druid (Shepherd's Circle) who was born blind. She has a habit of seeing through and years of rigorous training of her senses and a connection to nature via her feet gave her a blind vision of 10 feet, not in a way that She can actually see, but she can feel the enemies in combat and others. My questions are: Did the creatures she saw through her familiar account for Wild Shape? And when she breaks loose, would she still be blind?

You keep the advantage of any characteristic of your class, race or other source and can use them if the new form is physically able to do so. however, you can not use any of your special senses, such as darkvision, unless your new form also has that meaning.

The accent is mine. It's a bit nebulous. You can not use any of your special senses, but is his blind vision eligible? Would the beast be blind at first or would it be able to see?

## dnd 5th – What happens when Wild Shape / Polymorph runs out in too small a space?

So in a campaign of the 5th campaign that I lead, the Druid party has recently researched local monster caves in the form of spiders to avoid any notification. I've also described how goblins and kobolds that live in these caves use a variety of tunnels too small for medium-sized creatures to move. Since the party has neither halflings nor gnomes, I did not really think the party would ever enter those tunnels. But obviously, if a goblin can go, a spider too, so it is possible that the druid is trying to locate them.

But if something is wrong? What if the Spiderdruid got lost and ran out of time in Wild Shape, or met a hungry lizard and fell into 0 Spiderhealth?

Do the rules suggest what should happen when someone tries to get back to his normal size in a space where he would not normally fit?

With a space the size of a small creature, as in my game, I could simply declare that it is stuck unless it makes difficult verifications of dexterity or that it 's not easy. he's waiting to recover his wild form. However, what happens if there is an even smaller space, such as a burrow or a pipe or a deep crack in the rock? Somewhere where his human body will not fit him?

If there are no rules on this, I am open to suggestions on how best to manage them.

## Wild Worlds – How can I represent a superior force?

There are ways to do what you want, even if none is perfect.

This is the mathematically easy solution: if a boss has a robustness of 4 to 6 points above the norm, it will take a lot of testing to make a successful move to eliminate them. By giving them at the same time many things they can do per turn, you can keep a whole team "busy" with attacks / effects / other side tricks. This is how a dragon is written in the basic rules.

However, according to my experience and my opinion, bad option because it just increases the incredible swinginess of fighting Savage Worlds. Regardless of the robustness, there is a non-zero chance that the fight will be over in the first round, and on the contrary, there is a non-zero chance that it will take "forever", or at least longer than the player characters .

Since hurting the boss is essentially random, players will not feel very involved during the fight. Their decisions will not matter much, they will only wait for this triple explosion of damage, while hoping that the BBEB will not have it first.

Similarly, multiple actions from one source are more effective than the same number of actions from multiple sources. If the boss is shaken, all actions are lost at the same time. And especially in the case of multiple melee attacks, there is a serious problem of focus, in which a guy is touched by everything and dies immediately. Or conversely, in case your players stay wisely at hand, all these clever multiple options would become unusable.

Some examples of bestiary monsters use this approach, in that they can only be damaged / hurt by certain specific things. For example. a vampire can only be shaken by a result that is not sunny, sacred or an issue crossing the heart. This obviously makes the monster undefeated until weakness is found and exploited.

It's a little better than the great tenacity, but also a bad option my opinion. This is for two reasons:

1. Most players and GMs allow their controlled characters to fight until one side is dead. If, however, a monster is undefeated by normal means, then an encounter in combat with that monster is inevitable: Total Party Kill. As GM, you have to rethink the fight to set final states other than death, and really make sure your players realize that they have the opportunity to try to disengage. It is not easy.

2. This type of approach is fundamentally railway: what the player characters do is meaningless as long as they do not find and do not exploit weakness. Especially if the scenario to discover this weakness is poorly designed, it also kills all the pleasure of the players.

Each GM Wildcard has 2 Bennies per session, and in addition, GM has 1 Bennie per player around the table, which can be used at any time, even for extras.

One of the main uses of Bennies are the soaking rollers, which deny an injury. This means that, more than the Wound track, it's the amount of Bennies that equals the amount of HP's other games. Once a boss can no longer impregnate, it's usually quickly over because the injury-related penalties make it all harder and easier for their opponents.

Therefore, if you save the Bennies generic pool for the final showdown, the Boss becomes proportionally more difficult. With four players, he goes from soaking 2 times to 6 times, so the fight also lasts 3 times longer (on average).

Savage Worlds is a narrative system in that it only provides mechanisms and then lets the interpretation of these mechanisms into the hands of the GM. What does it look like to be shaken? What real action, if any, is represented by a Soak roll (or a Bennie expenditure in general)? This can be used to make a more dangerous enemy appear than his gross statistic block would suggest, simply by giving an unusual narrative explanation to the character's quench / recovery rolls.

For example, one of the most memorable fights of my recent campaign was that of a guy with rather average fighting stats. If the main fighter of the group had been there, it would have been finished quickly, because the only thing that was out of the ordinary was that the enemy did not know all the modifiers of the wound.

However, the players involved became really desperate during the fight, because I told this guy as being basically the relentless man. When the thief opened the fight by a saber attack called to the head, I described the successful roll Soak as (instead of, as usual, the injury is slight despite its initial appearance), continuing to function despite a gaping head injury and that there is nothing left. to see with. Later, he impregnated a wound of the ranger who was charging on an unseen mount and impaled it with a spear. The description was that the man had grabbed the spear and pulled it by pushing the rider and going up on the ground. None of this had a mechanical impact, but it made the fight extremely memorable and impressive.

How difficult it is to design a meaningful but difficult combat encounter in Savage Worlds, better The option is not to rely on combat, which fits better with the genres that Savage Worlds has tried to emulate. What makes Toht and Belloq so problematic is not that they can beat Indiana Jones in a fist fight, it's that they have a resource advantage with their Nazi support and a greater willingness for action. amoral.

Therefore, instead of trying to bump against a boss, players are supposed to lose it, which creates secondary conditions that make it difficult or undesirable just to attack or kill the villain. This can be as simple as not leaving them in direct contact with the heroes until the last act. A villain can be intimidating and difficult to defeat without any personal danger.

For example, in my current campaign, my group is currently facing a mage they've managed to easily defeat before. This time, they are much more cautious, not because their opponent has better statistics, but because the environment is different: the last time it was an isolated encounter in a place that did not hold very much. This time, he is a cult leader who has infiltrated local law enforcement and who lives in a place where any entanglement in the law of heroes could provoke a civil war. Therefore, even if they met this mage in the street, they could not treat him as easily as last time.

Although of course, not really answering the question, the best option is simply to accept that Savage Worlds does not perform very well in individual fights and duels. The system is designed for larger scale battles, with multiple participants on both sides.

Therefore, instead of trying to make this Big Beefy Boss work, it is better instead provide a host of adversaries, with different abilities, who work together, to give the team a difficult challenge. This also prevents the Boss's anticlimax from falling in one fell swoop due to a quadruple explosion.

This applies as much to combat as it is to combat. By abandoning the idea of ​​a single central villain, the narrative breadth and responsiveness of your scenario to the player's actions increase dramatically. I will quote the beautiful article by Justin Alexander "Principles of RPG Villainy" for a more in-depth exploration of this topic.

And, because it should be mentioned because it comes from an official source:

In the "Daring Tales of Adventure" booklet, the authors introduce a special rule to use for more Pulp-type scenarios. Paraphrased because I only have the German translation:

A Wildcard GM can at any time in combat spend a Benny to run away, ie move his maximum speed and ignore any obstacles or secondhand attacks that prevent them from escaping. They automatically succeed in all the checks they need and can take this action even if it is not their turn in combat.

This specifically helps to reoffend the bad guys and prevents them from dying prematurely. But I would also call it a bad option, because the notion about a leader dying prematurely and then just inventing a rule to prevent who are the two railway symptoms.

## Algebraic Theory of Numbers – Explicit Construction of Wild Abelian Inertial Extensions of Tamely's Maxified Branched Extension of \$ mathbb {Q} _p \$?

In the paper Iwasawa On Galois groups of local fields, he proves that if $$V$$ is the maximum slightly branched extension of $$mathbb {Q} _p$$with the Galois group $$Gamma$$ on its base, then its abelianized absolute group of Galois (that is, the abelianized wild inertia group of $$mathbb {Q} _p$$) sits in a short, exact sequence

$$1 to R to G to mathbb {Z} _p (1) to 1$$

or $$R$$ is the regular representation of $$Gamma$$ on the set of $$p$$transitional measures on $$Gamma$$and the action of conjugation on $$mathbb {Z} _p (1)$$ is given by the usual cyclotomic character and then the identification of $$mathbb {Z} / (p-1) (1)$$ with the $$(p-1)$$roots of the unit of the tame group of inertia. (He actually proves a similar thing on any degree $$d$$ extension of $$mathbb {Q} _p$$, or $$R$$ is replaced by $$R ^ d$$)

Can we explicitly describe the extensions associated with any quotient of this group explicitly described? In particular, I ask this question because it looks like what the extension associated with the quotient $$mathbb {Z} _p (1)$$ This should be obvious, but that's not it. the $$p$$The cyclotomic extension, after all, should have the trivial conjugation action by cyclotomy.

## 3.5nd dnd – Are there any conflicts when casting Fire Wings in wild form?

The rules on the combination of magical effects do not fit into these specific details, but as a general rule, the purpose of these rules is that things work (as far as possible):

Magic spells or effects work normally as described, no matter how many other magic spells or effects operate in the same area or on the same recipient. Except in special cases, one spell does not affect the operation of another spell.

And there are rules for armless creatures that use "arm lunge" magic items, which is a precedent for replacing ankles with wings. fire wings.

Creatures with more than two legs can treat their most important pair of limbs as their arms (allowing them to access the arms, hands and rings of the body), even if these limbs are used for locomotion instead only for manipulation.

(Compendium of magic objects pg. 219)

But in the end, the details of any spell interaction will be left to the DM to decide. I doubt that the deputy ministers are probably opposed, but you will have to ask yours to be sure.

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