How do I deal with the lack of benefits for a character starting with a low score?

I'm playing a character right now and have just done another in one Dungeon Fantasy / DFRPG Group starting at 75 points (+50 Disads, +5 quirks). It's not too difficult to make a viable character, even if it is so far – you will not have any skills at the "expert" level or just one at the expense of others that are above the standard, but the group adventures are balanced for that power level.

What I just remembered (and for Vanilla seems just as legitimate concern) GURPS) means that an ordinary 250-point starting value or even a 125-point value starts with more advantages as a 75-pointer – because the lower score spends everything on attributes and skills (for example, the template for a magician rather limits the benefits of Magery 2 over the required Magery 1 or an attribute boost).

One of the basic principles of "leveling" in DFRPG For example, if you've accumulated and accumulated 50 points, your 75 point character is no different from a new character that started with 125 points – but that does not seem to be the case, because the 125 point character has one or multiple benefits that the 75-point character could not afford, and most benefits (such as "Magery," "Mastered Coaching," or "Happiness") can not be gained through experience.

What's the best way to ensure that a 75-point character has no disadvantage over the advantages over a 125-point start after playing awhile and gaining 50 experience points? Is there a mechanism in the DF / DFRPG Rules that I miss, that allow you to add advantages in the upgrade or in other circumstances in the game?

Telephone number entries from 1 character string to 3 entries. Help!

My team needs to change a phone number object in a form to 3 input fields instead of a string. This may be a bit of a challenge to our technical team. I thought I would ask if anyone had already encountered this or used a phone number widget instead of three separate entries for country code and area code and code management. It's clearly not a new problem, but it's for my team :]

Character Creation – Can an Alternate Effect Have the Reaction Additionally?

I played for a while to become a kung fu master Mutants and mastermindsand I'm almost done. I am not sure if I have properly constructed their attacks. The image I had in my head was that if he could not hit him, he could hit people on the head and make a devastating impact if he could concentrate Where he met.

That's what I thought up:

Multi Attack Damage 5 -linked- Weaken (Fighting (Fort Save)) 10 -linked- Affliction (Fort Save) 5

Switch

Reaction, multiple attack damage 5

Is that correct? If so, how does the power supply work?

Character limit in the mood analysis

I do the search and return the tweets to a specific number and then get … and not the whole tweet. I already tried tweet_mode = & # 39; extended & # 39; to put, but it did not work.
Another problem is that I pass a date as a reference and the search is not performed by date.

#Buscando tweets
textPT = ()
for tweet in tweepy.Cursor(api.search, q="jairbolsonaro", tweet_mode='extended', lang="pt", since = '2019-10-10').items(100):
    textPT.append(unidecode(tweet.full_text))
    print(textPT)

Keyboard – How do I register a keyboard shortcut to enter a diacritical character in icewm?

I'm trying to set up keyboard shortcuts to enter common diacritical characters.
I can let xdotool enter the diacritical characters in a terminal or via the icewm command bar (or even via gmrun):

xdotool key Aacute

However, the following key mappings (in the icewm keys file) do not work:

key "Ctrl+Alt+a"                  xdotool key Aacute
key "Ctrl+Alt+a"                  xdotool --delay 1000 key Aacute

Instead, the cursor only flashes once when I type in the shortcut (in the terminal or in the text editor), but nothing else happens. The following shows a pop-up so that the keycode itself is correct:

key "Ctrl+Alt+a"                  zenity --info --text="shortcut works"

Does anyone have a way to register the key binding so that the diacritic is actually entered into the active application?

dnd 5e – How do I maximize my laps for damage with this Battle Smith melee character?

I have some experience with an artificer. I play an alchemist, not a fight smith, but there are many overlaps, and much of what I've learned is also true for a fight smith. (Continue with the summary in the last section if you do not want to read everything.)

The Dual Wielder performance is dead weight and should be avoided

If you are still in character creation, I strongly recommend that you drop the Dual Wielder performance and use only a single weapon. (If you've already started to play, your DM may be nice, allowing you to trade your performance for ascent against another.) This performance has minimal impact on your damage since you already have a bonus attack attack through your iron defender. Your iron-defender's attack is +4, dealing d8 + 2 damage. If you renounce this attack and instead attack +1 ylkwa with a second, you attack with +6, dealing 1 + 1 damage on hit (as your bonus attack does not add your strength modifier). This is a slight increase in hit chance and a slight reduction in damage. I did not exactly calculate, but I think the expected damage per round is actually too low less, less if you fight with two weapons, compared to the attack of your iron defender. Regardless of the exact number, the difference in damage per round will be tiny. In addition, the use of TWF means that your iron defender hardly makes attacks during a fight, since your bonus action is not available for issuing commands, which is not very entertaining thematically.

And what do you give up to get and use the Dual Wielder feat? Firstly, using two weapons would prevent you from carrying a shield, reducing your potential AC strength by one compared to Dual Wielder. And if you view a performance as equivalent to an increase in skill values, you'll also miss a +1 for one of your ability modifiers, such as your ability modifier. Intelligence to increase your attack bonus or skill to further increase your AC. I know that human performance does not directly replace an ASI, but the overall point is maintained because you could also get different starting scores if you choose another race without the power. Alternatively, there are any number of other potentially useful exploits that you can choose if you are really out to play a variant human.

So the Dual Wielder costs you a lot because you can do without another power or ASI and can not use a shield, and for all these costs, it essentially has no use and may even be minor reduce Your damage performance. In addition, your companion is much less involved in the fight. Therefore, I recommend dropping Dual Wielder in favor of something else.

Also note that if you drop Dual Wielder, you will not need a second ylkwa, which means you will not need a second weapon infusion. This allows you to select a different infusion for added flexibility.

Your basic attack sequence is to attack with 1 weapon and your iron-defender

So, get out of the way, Your "Basic Attacks" sequence becomes clear: use your action to attack with your ylkwa as either a melee attack or by throwing, and then use your bonus action to order your iron defender to attack. There is no dependency between these attacks, so you can execute these two attacks in any order. Be sure to not only select your defender as a target, but also position him to maximize his defense response, and try to force enemies to attack the defender instead of you or your group as you place him outside the field Combat healing can be done for free mend and even enliven it for the low cost of a single magic slot.

You probably should not throw Arcane weapon or Searing blow during the fight

Now we need to answer the question of when to use your bonus action to make a buff spell look like it Arcane weapon or Searing blow in the first round of the fight instead of attacking with your defender. If you skip a defensive attack, you may lose 1d8 + 2 damage, an average of 6.5. Arcane weapon and Searing blow Both can cause additional damage per round (3.5 on average). In a very rough calculation, you must therefore take 2 rounds of damage from this spell to increase its damage. If you, however just If you gain 2 rounds of damage from the spell, you are little better than a balanced damage balance. and This damage issue is delayed a bit because the attack in Round 1 is skipped. In that case, you used a spell slot to do almost the same damage you would have if you were in 2 turns Not Cast the spell. Really, The fight must take at least 3 turns to earn significant value by casting one of your proposed spells in turn 1. And even over 3 laps, the added value is pretty marginal. In my experience, most fights last no longer than two or three rounds, or at least the result is a foregone conclusion at the end of the third round. In practice, this means that it is very unlikely that you will even gain value by casting these spells during a typical battle. Mostly they are a waste of a magic slot with no real effect.

Casting a spell In front Fight is a good idea

However, if you know a fight is about to begin, but you have not started yet, you can cast one of those spells In front the first combat round and they already have active. In this case, do not miss your bonus action attack for the first move. Therefore, each spell is a good option for dealing 1 additional damage from turn. Arcane weapon In particular, has a duration of 1 hour, so you do not even have to wait until right before the fight to make it work, and you may be able to maintain concentration on it after a fight ends long enough to start the next active-spell fight, giving you even more value from the same magic slot.

Note that if you want to get the maximum value out of these spells, you must keep focusing on those spells. This means that you want a high constitution modifier. If you decide to drop the performance of a Dual Carrier, you can switch to another race that offers a constitutional bonus to improve your ability to concentrate when you suffer damage, or to look at the power of the Warcast that you have Giving you an advantage in saving raises to keep the concentration.

Remember, too Faerie Fire in curve 1

Note that there are several other Artificer first-level spells that can have even greater value in combat. Probably the most relevant Faerie Firewho can hit enemy enemy creatures and you, your iron defender, and all your allies Advantage on every attack against the affected creatures. In the right situation, this may be much more valuable than a first-tier spell slot than the damage it causes Arcane weapon or Searing blow, (The increase in damage results from the increased chance to hit with advantage, as well as the nearly doubled chance of landing critical hits.)

Alltogether

So, to summarize:

  1. Drop the useless Dual Wielder performance and either do a more useful job like War Caster or switch to a race with better starting ability than human variants. Instead of leading two ylkwa, perform a ylkwa and a shield or change an appropriate two-handed weapon with even more damage.
  2. Without Dual Wielder, your second weapon infusion is mostly useless to you. Either exchange it for another infusion or use it to raise an ally's weapon you Damage.
  3. Your basic attack sequence is 1 attack with your ylkwa and an attack with your iron defender. You can do these attacks in any order.
  4. If you are unexpectedly involved in a fight, you should not fight with any of the Weaponbuff spells unless the fight is expected to take 4 or more turns. Just execute your basic assault sequence from 1 ylkwa attack and one attack from your iron defender.
  5. If you have time to prepare for battle, consider using one of your weapon spells before the start of combat, then use your basic attack sequence to increase the damage done by the spell.
  6. Look for ways to support magic like Faerie Fire to increase the damage of your entire group.

Character Creation – What 3.5e power / spell / ability does you know if you are breaking a vow / the rules of your god as a free action?

I build a D & D 3.5e clergyman in the monastery with a vow of poverty and the vow of peace. In the last two weeks, I've come across a character ability (an ability, a talent, a spell, an alternate class function, a domain skill, or something else) that had the following wording:

as a free act, you can consult your intuition and know if something is in tune with your God's will (or make a vow, I'm not sure what the benefit is)

I explicitly recall that this was a free action that allowed you to check the status of a contemplated action. But I spent 3 hours searching through the book of sublime deeds, the player's manual, and Google, and can not find it.

Java – How can I shorten this code for my tower class? And how can I see if another character is in front of me?

I am writing my tower class for a chessboard of size 8×8. It works and it also displays all the green fields that can be accessed, even if there are figures on the boxes. I'm not sure how to write a method that checks if there is another character in front of my active character. I hope you understand my problem …: /

I know that my code is not really pretty. That was actually my second question: Is there a way to shorten it?

Thanks a lot for the incoming help, I'm still learning!

 `public Point() accessable() {
Point()accessable = new Point(16)

//Vertical movement
accessable(0)= new Point (World.getWidth()-1,getY()); 
accessable(1)= new Point (World.getWidth()-2,getY());
accessable(2)= new Point (World.getWidth()-3,getY());
accessable(3)= new Point (World.getWidth()-4,getY());
accessable(4)= new Point (World.getWidth()-5,getY());
accessable(5)= new Point (World.getWidth()-6,getY());
accessable(6)= new Point (World.getWidth()-7,getY());
accessable(7)= new Point (World.getWidth()-8,getY());
//Horizontal movement
accessable(8)= new Point (getX(),World.getHeight()-1);
accessable(9)= new Point (getX(),World.getHeight()-2);
accessable(10)= new Point (getX(),World.getHeight()-3);
accessable(11)= new Point (getX(),World.getHeight()-4);
accessable(12)= new Point (getX(),World.getHeight()-5);
accessable(13)= new Point (getX(),World.getHeight()-6);
accessable(14)= new Point (getX(),World.getHeight()-7);
accessable(15)= new Point (getX(),World.getHeight()-8);


if ((getX() != 1) && (getY() == 1) || (getX() == 1) && (getY() 
      != 1))

return accessable;

        }`

How to check this or that character in the string in Python?

If I only used a string or a character to check for occurrences in the string, it works fine. However, if I used two strings ("a" or "b" in the string), it will not work


lst =("test in a", "test in b" "test b in a", "a test b", "test")

for i in lst:
   if("a" or "b" in lst):
      print("true")
   else:
      print("false")

Expected result:

true

true

true

true

not correct