dnd 5e – Telegraphing Encounter and Obstacle Characteristics for Preparation Casters

(Note: I feel that this question is sufficiently different from this one to justify a new post, as my question is about specific information informing Wizard spell preparation)

(Additional note: These same issues may be similarly relevant for other preparation casters. I chose to focus on Wizards because of my personal experiences as a player, my current needs as a DM, and the flexibility in access to spells that is unique to Wizards.

Please feel free to address this question for any preparation caster; Wizards simply have more opportunity to make “bad” choices in preparing spells due to their large spell list and greater number of spells known, while also having one of their key features be their versatility in what spells they can bring to a challenge)

One of the major class-balancing elements of the Wizard class is that they are only able to prepare a certain number of spells at a time. Among all magic using classes, wizards have access to the largest number of spells that they can learn, which makes them extremely versatile, but that versatility is tempered because they can only prepare a subset of those spells at any given time.

This can be very exciting– it adds a degree of planning, creativity, coordination, and tension to playing a wizard. It is also valuable in that it helps prevent the wizard from overshadowing other spellcasters with less expansive spell lists.

However, it can also be frustrating, particularly at lower levels when fewer spells can be prepared at once. It’s difficult to choose which spells to prepare if you don’t have any idea what challenges you’ll be facing, and even if you do have some information about that there may not be enough time to change which spells are prepared beforehand. It can be annoying to be completely mis-prepared for challenges.

Sometimes that’s appropriate: surprises do happen, narrow windows of opportunity may appear, and being maximally appropriately prepared for every encounter is not a realistic goal. Often there will be a middle ground, such as knowing you’ll be exploring an area rumored to be filled with undead enemies and so it might be a good idea to have spells that are useful against the undead.

But it’s not much fun to only rarely be able to use spells that you’ve learned specifically to deal with situations in which you find yourself because you didn’t (whether or not you couldn’t) know anything about what you’re walking into. Using magic to solve problems is largely what the Wizard class is about.

This has frustrated me as a player, and I’m having trouble balancing those concerns in a game I’m running now. If my approach to the issue is fundamentally that:

  • Surprising encounters can happen, particularly if my players drive
    those events
  • Events which are known in advance may not offer enough time to swap
    out prepared spells before dealing with them
  • Gathering advance knowledge about upcoming challenges won’t always be
    equally possible or reliable
  • Obtained knowledge about future challenges shouldn’t be a how-to
    guide on min-maxing those challenges
  • I don’t want to do away with the preparation mechanic
  • I don’t want to elide the issue by providing abundant spell scrolls
    or similar items

My experiences playing a wizard have been plagued by this issue, often leading me to wish I’d just chosen a different class. I’d like to spare my players that irritation if I can.

How can I telegraph enough information to a player with a preparation caster character (especially at lower levels) that they can avoid being totally mis-prepared, and how often should I do so?

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Google Translate: Cookies overcome obstacle

I do not think that in this case it is possible to use only a Google Translate link. The only content is the cookie wall pop-up and a blurred background image. The only thing that gets translated is the popup text.


On Google Chrome, you can accept the cookies and right-click on the page. You should have the option to translate the page into English. Your search bar should also have a Google Translate icon to help you translate the page.

If you want to send the translated page to someone, you can save the web page and send the files as described here. The person to whom you sent it can then open the HTML file with a browser of your choice.

Homologous algebra – an obstacle to splitting an object in a derived category into a sum of two-term complexes

To let $ mathcal {A} $ be an abelian category and $ D $ his limited derived class. An object $ M in D $ can be described as a list of cohomology objects $ H ^ i = H ^ i (M) $ along with some complicated glued data.

I am only interested in the case when $ mathcal {A} $ has homological dimension two. For example, $ mathcal {A} $ can be a category of contiguous discs on a smooth surface. In this case, the glued data is a collection of classes $ xi_i in mathrm {Ext} ^ 2 (H ^ i, H ^ {i-1}) $ between each pair of adjacent cohomology objects, with no restriction on selection.

By definition, an object $ M in D $ is quasi-isomorphic to a direct sum of complexes concentrated in a single degree (i.e., shifts of objects of $ mathcal {A} $) if and only if everyone $ xi_i $ disappears.

Likewise some objects in $ D $ are quasi-isomorphic to direct sums of complexes concentrated in two neighboring degrees. Is it possible to characterize this property by the disappearance of some obstacles resulting from the presentation of an object as a collection? $ {(H_i, xi_i) } _ {i in mathbb {Z}} $ above?

Unit – The collision log is displayed only for the original obstacle and not for the duplicates

So, this is my first game attempt and I'm trying to make a game where my player (a box) stops when he encounters an obstacle. However, the collision log is displayed only when the player collides with the original obstacle while no message is displayed for collision with other obstacles. Please help.
Here is my code: –

public class PlayerCollision : MonoBehaviour
    public PlayerMovement movement; //Reference to player movement script

        //This function will run when collision occurs, the info collision is stored in collisionInfo
        void OnCollisionEnter(Collision collisionInfo)
        if (collisionInfo.gameObject.name == "Obstacle")
            movement.enabled = false; //Stop the player from moving


Is "no collusion, no obstacle, nothing" an alternative fact?

No, no alternative fact, there are many agreements, obstacles and election manipulations.

The only collusion was that Obama had more flexibility to destroy US nuclear missiles for Russia.
Hillary's US uranium for Russia agreements.
The Billy BJ Clinton agreement with Attorney General Loretta Lynch on the airport runway to rescue Hilly.

The only election manipulation was the DNC preparation for Hilly and against Bernie.
CNN gives Hilly the debate questions.

The only leakages are Obama listening to the Trump team.
Susan Rice unmasked her and deep-seated Democrats who joined the lib media.

The only obstacle to justice is that Hilly destroys her blackberry, deletes her emails and denies that she has sent classified emails on her private server.
And Comey's obstruction of justice, which claimed Hilly had no intention.


Complexity Theory – Is There Any Obstacle to This Type of (Non-relativizing) Technique?

We believe that non-deterministic machines perform better than deterministic machines by giving access to an oracle $ P subseteq L subseteq NP $It seems reasonable to expect that there are some $ L $ that's so weak compared to $ SAT $ and gives "relatively more" power $ P $ as too $ NP $,

Suppose we get a monotonously harder episode of oracle access.
L_0 ( in P) leq_P L_1 leq_P L_2 leq_P dots leq_P L_k = SAT,

We will have
P = P ^ {L_0} subseteq P ^ {L_1} subseteq … subseteq P ^ {L_k} = NP \
NP = NP ^ {L_0} subseteq NP ^ {L_1} subsetsq … subseteq NP ^ {L_k} = Sigma_2P

Suppose we can find in the middle $ L_i $ that does not give extra strength $ NP $i.e. $ NP ^ {L_i} subseteq NP $, but $ L_i $ is already hard enough to solve in such a relativized world $ P ^ {L_i} neq NP ^ {L_i} $then we have it $ P subsetsq P ^ {L_i} subsetneq NP ^ {L_i} = NP $, My question is:

Do we have an obstacle to this type of technique when solving it? $ P $ vs $ NP $ ? It does not seem to be a relativizing technique or a natural proof.

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