dungeon world – Do I add an ability modifier to base damage?

Ability modifiers are not, by default, added to damage. (Though they are, by the moves’ description, added to the “to hit” rolls of Hack & Slash and Volley.) See, for instance, DW p.23 (“Damage”):

If a move just says “deal damage” the character rolls their class’s damage dice plus any bonuses or penalties from moves, weapons, or effects. If a move specifies an amount of damage, use that in place of the class’s damage roll.

(Just for completeness, the distribution of class’ damage dice, some advanced moves that add another die’s damage, and the +n damage tag that a weapon might have are the common sources of variety in damage dealt. And piercing is kinda-damagey….)

For Blender+Unity users— Would Blender’s “UV Project Modifier” work in Unity?

So, say in Blender you have a Cube that you put a “UV Project Modifier” on, with a Bone as the Projector. In Blender when you move the Bone, the UV moves on the cube. Great!​

But now let’s say you wanted to bring that to Unity. Would that still actually work (being able to move the UV around with bone movement) or would it be busted?

I’m trying to test it myself and it seems a dud but I already struggle with Blender’s export process so wanted to check here.

dnd 5e – What would the attack modifier be for an unarmed strike while wildshaped?

The Player’s Handbook section on combat says of melee attacks1:

Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

It also says (PHB, 189):

This chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this chapter, the rules address you, the player or Dungeon Master.

So the rule that grants your player proficiency with unarmed strikes also grants the beast proficiency with unarmed strikes.

However, the description of Wild Shape says (PHB, 67):

You also retain all of your skill and saving throw proficiencies,
in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.2

This explicitly does not apply to weapon or tool proficiencies. You only have a weapon or tool proficiency if the beast has that proficiency or if you gain that proficiency because of a “feature from your class, race, or other source”

The PHB says (p. 11):

Your character receives a number of benefits from your choice of class. Many of these benefits are class features—capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of proficiencies: armor, weapons, skills, saving throws, and sometimes tools.

So proficiencies gained normally from your class (eg. simple weapon proficiency) are not considered a class feature. I do not think the general rules of combat can be considered a feature either.

As such your character cannot use their own proficiency bonus for unarmed strikes but must use that of the beast. This can be fairly easily calculated by looking at the beast’s attack bonus for their other attacks and subtracting the appropriate ability modifier. If that doesn’t work you can look at the beasts skill proficiencies or consult your DM for the rules about calculating the proficiency bonus for homebrew monsters.

Alternatively you can look at this answer to whether a wild shaped druid could wield a weapon. The answer appears to disagree with my conclusion but if you think it is sound it would support adding your character’s proficiency bonus instead.

1: This was changed in 2015. Before unarmed strikes were listed as a simple weapon and so you had proficiency because of class proficiency in simple weapons.
2: I think it is clear that this second sentence only applies to proficiencies that are retained not to any shared proficiencies. I am open, however, to the reverse, in which case you could add either your character’s or the beast’s proficiency bonus.

dnd 5e – What is my rogue’s Stealth modifier?

Your total Stealth mod is +8.

Your mistake here is that you are adding your proficiency with Dexterity saving throws to your total. This is incorrect. Saving throws are a special kind of die roll, separate from the (related) ability check and attack roll. Saving throws are generally reactionary; the DM will ask you to make one in response to certain kinds of threats. Skills are used proactively, that is, generally the DM will call for a ability check when you are trying to accomplish something.

Stealth is a skill, and thus you will apply the related attribute mod (for Stealth, this is Dexterity; for you, it is +4, as you stated) and your proficiency modifier (if you are proficient; at level 1, this is +2). Since you took Expertise for Stealth, this last number is doubled.

Thus, for your Stealth checks, you will gain +4 (Dex) +2 (Proficient) +2 (Expertise) for a total of +8.

dnd 5e – Can you add the same modifier to damage throws multiple times when they come from different instances?

Your friend is usually right

I am assuming a Zariel Tiefling.

Casting Shillelagh Your quarter's staff changes its damage die to 1d8 and you can use CHA for attack and damage.

Casting scorching blow At level 2, the next hit from a melee weapon adds 2d6 fire damage to the first hit (not 1d6 as in the question), and the target takes 1d6 damage every round until it saves or extinguishes the fire. There is usually no CHA modifier here, but the heavenly warlock has the "Radiant Soul" feature that adds the spell mod to a damage roll. The first hit (not the subsequent throws) is 2d6 + cha-mod.

In order to cast a blade with a green flame in the 6th stage, you have to carry out a melee attack with a weapon. If you hit, it deals 1d8 + CHA mod stick damage (the weapon) + 2d6 fire damage (searing blow) + 1d8 + CHA mod fire damage (blade with green flame, usually no CHA modifier here, but Radiant Soul is reapplied, since this is the case is a second saying). A second target suffers 1d8 + CHA Mod fire damage (Greenflame Blade).

Total damage: 2d8 + 2d6 + 9 for the first target and 1d8 + 3 for the second target.

You can move the Radiant Soul CHA mod while working the Greenflame Blade, dealing damage 2d8 + 2d6 + 6 and 1d8 + 6.

Thanks to @Clarus_Nox for reporting the Radiant Soul feature I missed. Without this hint, my answer was wrong.

Conditions – Should the Distracted modifier be applied to power rolls to avoid bleeding?

Yes but …

Let's look at the relevant rules. (Emphasis added.)

DRAWN: The hero subtracts 2 from all feature rolls until the end his next round.


Bleed out: The injured character dies and has to throw a power at the beginning of it's his turn. Failure means that he dies. He survives with success, but must roll again in the next round (or every minute if not in combat). With an increase he stabilizes and no further throws are required.

(It's worth noting that the end condition changes drastically when Distracted is caused by certain situation rules, especially grappling. However, this is largely irrelevant to the main question, so I won't mention that again.)

If a character is distracted and bleeds to the end, the punishment is distracted still applies for this first roll. The bleeding is done at the beginning the next round while Distracted is expiring the end the next round. howeverIf the character manages to survive this first bleeding bleed, Distracted will disappear.

Other relevant rules:

  • Allies can stabilize the character with a simple (TN 4) healing roll as an action on their own traits.
  • Action cards are still dealt to the character. Partly to determine the turn order and when the character bleeds in the round, but also because it still gets the full benefits of a joker. Including the +2 for all feature rolls.
  • Successfully magical cure also automatically stabilizes the character and eliminates the inability caused by wounds.

8 – Invalid length modifier specified

When trying to load administration pages, the following error message was displayed:

Fatal error: Illegal length modifier specified 'f' in s(np)printf call in /home/mypath/public_html/mysite.com/core/lib/Drupal/Component/PhpStorage/MTimeProtectedFastFileStorage.php on line 88

The offensive line of code:

$result = rename($temporary_path, $full_path);

I have logged the variables that are used in the rename function

$temporary_path = sites/default/files/php/twig/.Lmc1W8Ah3a0Ti25OSi6EWRhRrak

$full_path = sites/default/files/php/twig/5eb6d88f951ea_input.html.twig_BDyoxtSNo6EAtdqLkk7vWqrEZ/Y3dUT4hvb70S6IlToElkUoP3liser_VNlYRsxFliuEg.php

The mistake appeared to appear out of nowhere. I tried to reset the topic code I was working on and even my database, but this error persists. If someone has ideas for a solution, please help. I'm not even sure how to start troubleshooting.


0 /home/mypath/public_html/mysite/core/lib/Drupal/Core/Template/TwigPhpStorageCache.php(111): DrupalComponentPhpStorageMTimeProtectedFastFileStorage->save('5e81140a7fd53_i...', 'write('5e81140a7fd53_i...', 'loadClass('__TwigTemplate_...', 'core/themes/cla...', NULL)
3 /home/mypath/public_html/mysite/core/themes/engines/twig/twig.engine(64): TwigEnvironment->loadTemplate('core/themes/cla...')
4 /home/mypath/public_html/mysite/core/lib/Drupal/Core/Theme/ThemeManager.php(384): twig_render_template('core/themes/cla...', Array)
5 /home/mypath/public_html/mysite/core/lib/Drupal/Core/Render/Renderer.php(431): DrupalCoreThemeThemeManager->render('input', Array)
6 /home/mypath/public_html/mysite/core/lib/Drupal/Core/Render/Renderer.php(444): DrupalCoreRenderRenderer->doRender(Array)
7 /home/mypath/public_html/mysite/core/lib/Drupal/Core/Render/Renderer.php(444): DrupalCoreRenderRenderer->doRender(Array)
8 /home/mypath/public_html/mysite/core/lib/Drupal/Core/Render/Renderer.php(444): DrupalCoreRenderRenderer->doRender(Array)
9 /home/mypath/public_html/mysite/core/lib/Drupal/Core/Render/Renderer.php(200): DrupalCoreRenderRenderer->doRender(Array, false)
10 /home/mypath/public_html/mysite/core/lib/Drupal/Core/Render/MainContent/HtmlRenderer.php(226): DrupalCoreRenderRenderer->render(Array, false)
11 /home/mypath/public_html/mysite/core/lib/Drupal/Core/Render/Renderer.php(573): DrupalCoreRenderMainContentHtmlRenderer->DrupalCoreRenderMainContent{closure}()
12 /home/mypath/public_html/mysite/core/lib/Drupal/Core/Render/MainContent/HtmlRenderer.php(227): DrupalCoreRenderRenderer->executeInRenderContext(Object(DrupalCoreRenderRenderContext), Object(Closure))
13 /home/mypath/public_html/mysite/core/lib/Drupal/Core/Render/MainContent/HtmlRenderer.php(117): DrupalCoreRenderMainContentHtmlRenderer->prepare(Array, Object(SymfonyComponentHttpFoundationRequest), Object(DrupalCoreRoutingCurrentRouteMatch))
14 /home/mypath/public_html/mysite/core/lib/Drupal/Core/EventSubscriber/MainContentViewSubscriber.php(90): DrupalCoreRenderMainContentHtmlRenderer->renderResponse(Array, Object(SymfonyComponentHttpFoundationRequest), Object(DrupalCoreRoutingCurrentRouteMatch))
15 (internal function): DrupalCoreEventSubscriberMainContentViewSubscriber->onViewRenderArray(Object(SymfonyComponentHttpKernelEventGetResponseForControllerResultEvent), 'kernel.view', Object(DrupalComponentEventDispatcherContainerAwareEventDispatcher))
16 /home/mypath/public_html/mysite/core/lib/Drupal/Component/EventDispatcher/ContainerAwareEventDispatcher.php(111): call_user_func(Array, Object(SymfonyComponentHttpKernelEventGetResponseForControllerResultEvent), 'kernel.view', Object(DrupalComponentEventDispatcherContainerAwareEventDispatcher))
17 /home/mypath/public_html/mysite/vendor/symfony/http-kernel/HttpKernel.php(156): DrupalComponentEventDispatcherContainerAwareEventDispatcher->dispatch('kernel.view', Object(SymfonyComponentHttpKernelEventGetResponseForControllerResultEvent))
18 /home/mypath/public_html/mysite/vendor/symfony/http-kernel/HttpKernel.php(68): SymfonyComponentHttpKernelHttpKernel->handleRaw(Object(SymfonyComponentHttpFoundationRequest), 1)
19 /home/mypath/public_html/mysite/core/lib/Drupal/Core/StackMiddleware/Session.php(57): SymfonyComponentHttpKernelHttpKernel->handle(Object(SymfonyComponentHttpFoundationRequest), 1, true)
20 /home/mypath/public_html/mysite/core/lib/Drupal/Core/StackMiddleware/KernelPreHandle.php(47): DrupalCoreStackMiddlewareSession->handle(Object(SymfonyComponentHttpFoundationRequest), 1, true)
21 /home/mypath/public_html/mysite/core/modules/page_cache/src/StackMiddleware/PageCache.php(106): DrupalCoreStackMiddlewareKernelPreHandle->handle(Object(SymfonyComponentHttpFoundationRequest), 1, true)
22 /home/mypath/public_html/mysite/core/modules/page_cache/src/StackMiddleware/PageCache.php(85): Drupalpage_cacheStackMiddlewarePageCache->pass(Object(SymfonyComponentHttpFoundationRequest), 1, true)
23 /home/mypath/public_html/mysite/core/lib/Drupal/Core/StackMiddleware/ReverseProxyMiddleware.php(47): Drupalpage_cacheStackMiddlewarePageCache->handle(Object(SymfonyComponentHttpFoundationRequest), 1, true)
24 /home/mypath/public_html/mysite/core/lib/Drupal/Core/StackMiddleware/NegotiationMiddleware.php(52): DrupalCoreStackMiddlewareReverseProxyMiddleware->handle(Object(SymfonyComponentHttpFoundationRequest), 1, true)
25 /home/mypath/public_html/mysite/vendor/stack/builder/src/Stack/StackedHttpKernel.php(23): DrupalCoreStackMiddlewareNegotiationMiddleware->handle(Object(SymfonyComponentHttpFoundationRequest), 1, true)
26 /home/mypath/public_html/mysite/core/lib/Drupal/Core/DrupalKernel.php(694): StackStackedHttpKernel->handle(Object(SymfonyComponentHttpFoundationRequest), 1, true)
27 /home/mypath/public_html/mysite/index.php(19): DrupalCoreDrupalKernel->handle(Object(SymfonyComponentHttpFoundationRequest))
28 {main}

Programming Practices – Explain why a code's modifier should also be its committer

The context This question is the early stage of introducing a VCS in an academic environment that is made up of non-SW engineers and is largely unaware of modern best practices related to team coding. At the time of the introduction of the VCS, many projects already had non-negligible amounts of code (which served as first commits in the respective repositories).

Team member X, who has spent a lot of time implementing a complex mathematical algorithm and is the only one who really knows what's going on, is reluctant to adopt VCS and instead prefers to distribute regular snapshots of everything she's working on in one have a specific amount of time and let someone else send it to the VCS. Anyone who pushes it forward due to their inevitable lack of understanding of the modifications has no way of logically dividing them into smaller (atomic) commits and no other way of documenting the changes than "Changes by X compared to period Y."- which results in a huge commit that spans a lot of files. Of course, this destroys much of the purpose of VCS and makes it a little more than a file storage service.

I believe that person X is not dealing with the VCS because of malice or inability to learn, but because they do not see the added value in this process. I would therefore like to explain to this person the importance of introducing changes in small and well documented commits, hoping to get them on board.

We don't have a large team, we don't develop at the same time, we use automation or something other than the latest version of the code. Therefore, many arguments for VCS are not really correct in our case.

The best reasons I could come up with are:

  • One day someone else needs to maintain / change this code. The external documentation (i.e. article / thesis) and the internal documentation (i.e. comments in the code) may not explain why certain implementation details are as they are (e.g. default values). If a row has been changed and the change has been properly documented, this can help prevent old errors from being repeated.

  • If you don't include the exact commit messages that should appear in your codes, information can be "lost during translation".

  • You create unnecessary work for another person.

  • One or more of the reasons given here as answers.

What other arguments that are specific to our scenario can I use?

The member modifier & # 39; public & # 39; must precede the member type and name [closed]

This is my code. I am fairly new to C # and was looking for a quick answer to solve my problem
with UnityEngine;

public cube: MonoBehaviour {

public float moveSpeed;
public Rigidbody rb;
public bool 

    private void Start()
    rb = GetComponent();

void Start()

      moveSpeed = 1f;


// Update is called once per frame
void Update()

   transform.Translate(moveSpeed*Input.GetAxis("Horizontal")*Time.deltaTime,0f, moveSpeed*Input.GetAxis("Vertical") * Time.deltaTime);

    if (Input.GetButtonDown("Jump"))
        rb.AddForce(new Vector3(0, 5, 0), ForceMode.Impulse);