game design – Is there an RPG where each character controls a group of people?

I am working on the beta version of an online RPG game with some friends where the players all control a nation. Each player controls a large political party/guild/noble family.
My question is if there are any RPGs the forum knows of where each player controls an organization or a group of people instead of a single player.

dnd 5e – What is the highest average charisma skill check a solo character can get, without using magic?

I was building a character that had levels in Feywanderer ranger, that gains Otherworldly Glamour which allows you to add wisdom to charisma checks, and then I noticed Samurai fighters get Elegant Courtier which has the same bonus.

Emboldened by the fact they stack, I started to look for other class features that let you reroll failed intimidation checks or gain advantage.

It made me wonder, what is the highest possible charisma skill check by a solo character?

(This means no spells, or magic items and no outside assistance except by summoned/created creatures, e.g. a familiar using the help action is ok, but a party member using flash of genius is not.).

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pathfinder 1e – Is there any official (or semi-official) clarification on how often Psychic Virtuoso allows a character to use occult skill unlocks?

The description of the Psychic Virtuoso feat from Occult Adventures states “You can use all of your occult skill unlocks more often and you are more talented at using them.” However, the Benefit section only lists a bonus for using them, nothing about using them more often. I cannot find any errata or clarification for this feat indicating either it doesn’t actually let you use occult skill unlocks more often or, if it does, how often it allows a character to use them.

character creation – Where can I find post per post roleplaying partners, adults and in an html site format. Paragraph writers please

The site ScFi based of the planet Gor. I am looking for paragraph writers who enjoy plots, plot twists and good character development. Email me if interested and I will provide more details. Thank you

dnd 5e – Can a character with darkvision see into Hunger of Hadar?

A character with darkvision that is not blinded can see into the area of the Hunger of Hadar.

According to the Sage Advice Compendium:

Magical darkness blocks darkvision only if the rules text for a particular instance of darkness says it does. For example, the darkness spell specifies that it produces a magical darkness that obstructs darkvision. That obstruction is a feature of the spell, not of magical darkness in general.

The Hunger of Hadar spell does not say that it blocks darkvision:

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

Notably “No light, magical or otherwise, can illuminate the area”. Therefore the area is dark and a character with darkvision can only see there as if it was dim light. And characters without darkvision or similar traits cannot see there.

According to darkvison (highlight mine):

Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned.

unity – Character Controller and Reverse Gravity

So I have a Game object with Rigid Body , a Character controller and my Movement script. On a specific condition I am reversing gravity. The problem is that the velocity.Y when the gravity is reversed , keeps increasing to the infinity. If I try to reset it like in the first if statement (which works for normal gravity) the object keeps bouncing from the ground. Gravity scale is either 1 or -1 in order to reverse gravity and movement.

This is the code:

 void Update()
    {
        
        _isGrounded = Physics.CheckSphere(groundCheck.position, 0.4f, whatIsGround);
        Move();
    }

void Move(){
//Reseting States for new cycle , unless the object is falling
        if ((_isGrounded && velocity.y < 0))
        {
            velocity.y = -2f;
            _isRunning = false;
            _isJumping = false;
            _isFalling = false;
        }else if (velocity.y < 0 && !_isGrounded)
        {
            _isFalling = true;
        }
        //Moving on X axis
        float x = Input.GetAxis(KeyInputMove);
        if (x != 0)
        {
            _isRunning = true;
        }
        moveDirection = gravityScale*_transform.right * x;
        _controller.Move(moveDirection * moveSpeed * Time.deltaTime);

        //Perfoming jump
        if (Input.GetButtonDown(KeyInputJump) && _isGrounded)
        {
            velocity.y = (float) Math.Sqrt(1 * -2f * globalGravity);
            _isJumping = true;
        }
        
        velocity.y += gravityScale * globalGravity * Time.deltaTime;
        _controller.Move(velocity * Time.deltaTime);
//Updating animation states 
        _animator.SetBool("Grounded",_isGrounded);//^This is the idle state
        _animator.SetBool("Running",_isRunning);
        _animator.SetBool("Jumping",_isJumping);
        _animator.SetBool("Falling",_isFalling);

    }
    
   
    
    private void OnTriggerExit(Collider other)
    {
       //Reverse Gravity and Model Rotation
        if (other.gameObject.tag == "Portal")
        {
            _transform.Rotate(0,0,gravityScale*180);
            gravityScale *= -1;
        }
    }