mouse guard – What are the benefits for having a higher Nature score?

How Nature Helps

Uses of Nature are a bit more spread out in the book than the consolidated benefits of keeping it low that you see in character creation, but patrolmice at any value of Nature are worth playing. High-Nature patrolmice complement the strengths and weaknesses of low-Nature patrolmice.

Saves Your Life In Fights

In both the “fight” and “fight animal” types of conflict, Nature is the skill rolled for defend and maneuver (p. 115 first ed, p.113 second ed), and Nature is one of the highest numbers you can get out of character creation, if you want it. Loremouse can substitute during Fight Animal, but the highest Loremouse you can get out of character creation is 4, if you’re a patrol leader from Sprucetuck where it’s your special talent.

It’s very effective for lower-Natured mice who didn’t penalize Fighter to take the lead when attacking and feinting in combat, then pass the lead to their higher-Nature patrolmice to defend and manuever.

Works Better When Improvising

If you don’t want to learn a new skill, you can always default to Nature to do anything (p.235 first ed, p.230 second ed). If you’re doing something that seems rare, that you’re not going to rack up tests = Nature to learn through Beginner’s Luck, defaulting to Nature gives you better numbers to do it. (Also, since you open every skill at 2,

And when you default to do things outside your Nature, you have a much bigger number to absorb the Tax (margin of failure) with. Because of the way taxing nature works, you effectively have a total pool equal to the triangular number with your nature as a base. A 3-Nature mouse can absorb 6 points of Tax before going to 0. For a 6-Nature mouse, this number is 21!

The Tiebreak

Maybe this won’t come up too often, but Nature is the first-order tiebreak for versus tests using Will and Health, and the second-order tiebreak, after Will and Health, for versus tests of anything else (p. 91 first ed, p. 89 second ed).


You’ll probably get about two persona points per session, one for accomplishing your goal or playing against your belief, and one for one of the player-voted end-of-session awards.

You can spend persona points for a few things (p. 39 first ed, p.37 second ed). You can spend them one-to-one to add up to three dice to a roll, you can spend them after a roll to reroll all failures with an appropriate Wise (second ed only, p. 272), or you can spend them before a roll to add a number of dice equal to your Nature.

With a high Nature, this is an extremely efficient means of spending persona points for extra dice, and you can really drop the hammer when it counts.

nature and wildlife – Tourism in Austria

nature and wildlife – Tourism in Austria – Travel Stack Exchange

multivariable calculus – Constrained optimisation problem: finding the nature of stationary points using a graphical approach

In a question I’m asked to

  1. Find the stationary points of $f(x,y,z) = x^2 + y^2 + z^2$ subject to the constraint $g(x,y,z) = x^2 + 2y^2 – z^2 = 1$

  2. Identify their nature by sketching the constraint surface $g$ in different coordinate planes.

Now the first part’s easy using the method of Lagrange multipliers.

Here’s my working:

Set $phi(x,y,z,lambda)= f – lambda g$, then

$partial_x phi = 2x-2xlambda$

$partial_y phi = 2y -4ylambda $

$partial_z phi = 2z + 2zlambda$

$partial_lambda phi = -g = 0$

$partial_x phi = 0 Rightarrow x=0$ or $lambda = 1$.

Case $x = 0$: $partial_y phi = 0 Rightarrow y = 0$ or $lambda = frac{1}{2}$. If $y=0$, then from the constraint we get $-z^2 = 1$ – no solutions in $mathbb{R}$. Hence it must be that $lambda = frac{1}{2}$. So $partial_z phi = 0$ implies $z = 0$. Then from the constraint, $2y^2 = 1 Rightarrow y = pm frac{1}{sqrt{2}}$.

Case $xneq 0$: Then $lambda =1$, so $partial_y phi =partial_z phi = 0 Rightarrow y=z=0$. Then from the constraint we get $x^2 = 1 Rightarrow x = pm 1$.

Hence the stationary points are $color{red}{(x,y,z,lambda) = (pm 1, 0, 0, 1), (0,pm frac{1}{sqrt{2}},0,frac{1}{2})}$

I’m not sure about the second part. I’ve sketched $g = 1$ in each of the coordinate planes:

  • the $yz$-plane (a hyperbola, zeros at $y = pm frac{1}{sqrt{2}}$, asymptotes at $z = pm2y$)

  • the $xy$-plane (an ellipse, intersects $x$– and $y$-axes at $x = pm 1$ and $y = pm frac{1}{sqrt{2}}$, respectively)

  • the $xz$-plane (a hyperbola, zeros at $x = pm 1$, asymptotes at $z = pm y$)


So the resulting $3$D surface is a hyperboloid. But how do I decide about the nature of the stationary points? What’s the intuition behind this? And why am I sketching the constraint surface, not the surface defined by the function $f$ that we want to minimise?

I know how to do this using the Hessian, but what I’m interested in is the graphical approach.

We have $H = begin{bmatrix} 2(1-lambda) & 0 & 0 \
0 & 2(1-2lambda) & 0\
0 & 0 & 2(1+lambda) end{bmatrix}$

So the eigenvalues of $H$ are its diagonal entries.

  • At the SP with $lambda = 1$, the eigenvalues are then $0$, $-2$, $4$
  • At $lambda = frac{1}{2}$, the eigenvalues are $-1, 4, 1$.

In each case there are both positive and negative eigenvalues, so both SPs are saddle points (right?).

path finding – Moving walkway in Three.js – pathfinding algo or vector math ala Nature of Code?

I am trying to develop a moving walkway for a 3D virtual space made in Three.js link here. Right now guests navigate using WASD or the arrow keys and the mouse to look around.

My goal is to have guests would navigate themselves onto the walkway and be moved along a path through the space, like a high speed lazy river. They could hop off any time once they reach their destination.

I was planning on using vectors and adapting some steering behaviors code from The Nature of Code series (which is based on Craig Reynolds’ steering behaviors). I would accelerate the user once they’re on the path and keep them on the path using steering, until they move themselves off.

I am curious if there is a better way to do this and determine the pathway. I checked out Don McCurdy’s Three.js pathfinding work, but it requires that you build an external mesh in something like Blender and import that into Three.js, which I haven’t been able to do yet. A lot of Blender’s options have also changed since he wrote the tutorials, so it’s hard to map.

I’m all ears if anyone has suggestions –


javascript – What is the nature of vulnerabilities in JS modules used client-side?

When installing JavaScript modules, I sometimes see that some of them have security vulnerabilities.

It made me wonder about the kind of vulnerabilities this could be, and how they could be exploited in the context of the browser. That is – vulnerabilities of code running in the browser, not one that is on the backend.

Are there examples of such vulnerabilities so that I can dive a bit into them?

The closest I came to is

aFunctionFromAModule("a string is expected but what you put here is actually eval() and therefore code injections are possible that will steal session data")

This would still require some gymnastics to transform generic user input into injected code.

Note: I am not talking about malicious modules, such that would be intentionally used to, say, extract information. Or malicious sites
→ I am interested in ways to turn a client-side module that has a vulnerability, used in good faith by the developer of the page that was loaded by the browser of a user – that attacks this user.

❓ASK – Is the digital nature of cryptocurrency holding it back? | Proxies-free

The one thing that many of us like when it comes to cryptocurrency is how convenient and easy it is to use. The digital currency can be used easily and with little effort, and that is very important for the technological age. However, a recent article has shown that older people do not understand the technology that goes behind crypto and this is what makes them sceptical on its use and how they feel that it is not convenient. What methods do you think can possibly be sued in order to increase the convenience of the currency and bridge the gap between the physical and the digital world?

gm techniques – How do I respond to a player’s criticism that the breadth of feats available in Pathfinder 2e is by its nature restrictive?

Not sure how better to phrase the title. Let me explain.

I recently migrated a 5e campaign across to PF2e. One player has been resistant to this move. As an example, he asked how a character might perform a Feint-like action, but making the target flat-footed to an ally, rather than themselves. I referred him to Distracting Performance, which he said wasn’t what he meant, but we reached a point in the conversation where he made the following claim:

For every feat that says “you can do this thing”, that inherently means “if you don’t have this feat, you can’t”.

In other words, the breadth of character choices is actually restrictive.

So for instance, a character without Distracting Performance in principle has no way by which to get an enemy’s attention. This appears to be his main gripe with PF2e as a system, as he sees 5e as flexible enough that a DM can ‘just sorta make it up on the spot as necessary’.

I don’t believe that a system is superior because it’s easier to fill in gaps in the system ad-hoc. I know there’s creating actions, as a route for DMs to create new actions on the fly, but this is different to a character attempting something that’s already outlined, but behind a feat wall, so to speak. I understand his point – a character shouldn’t be blocked entirely from trying to grab a creature’s attention, just because they haven’t taken the feat.

So I think the root of my question is how to handle a character attempting an action or set of actions that’s facilitated by a particular feat (such as in the case of Distracting Performance), without having that feat, but also without drastically devaluing the feat.

RAW, is it a straight “no, the character cannot do that until they have the feat”? Or is there leeway in the system for “a character can attempt it, but the DC is then modified to hard / very hard (+2 / +5)?”

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