Lightning Network – How can I interact with Eclair from Python?

This may not be a satisfactory answer, but if you look at the eclair git repository and your Wiki, you will find that the eclair API is a JSON API and is exposed through http and web sockets and can be checked with regular http requests.

If you look at the Python c-lightning client, it is a tool that communicates through a UnixDomainSocket to those exposed lightningd api So I guess you could similarly create a python wrapper quickly so you can talk to eclair.

It seems to me that currently nobody has bothered to do so.

Monk: How does Flurry of Blows interact with the Multiple Attack Penalty?

As a monk, I can do a Flurry of Blows action that allows me to make two unarmed strokes with a single action. According to the Multiple Attack Penalty section,

The second time you use an attack action during your turn, you receive a –5 penalty on your attack roll.

With Flurry, I am making 2 attacks with 1 action. What is my multiple attack penalty after making a burst of punches?

dnd 3.5e – How does the Freedom of Movement spell interact with the "Move" action while fighting?

The 4th level cleric spell freedom of movement (abjur) (Player manual 233) is notoriously vague. (See this question.) The more liberal reading of the spell allows the subject to move normally through the walls, while the more conservative reading sees the spell even in the first sentence of the spell description as Y therefore, limit the subject to exactly and only the effects that the spell mentions by name. (My experience has been that most people are somewhere in between.)

That means you should ask your DM. However, I can explain how I would decide on the two issues raised by the question.

  • Must be the subject of a freedom of movement Effect of making a successful grip check to exercise the grip option movement? Yes. This DM would rule that only because the subject of freedom of movement the effect can be successful automatically in the grip controls to escape a grip, here the subject is not. Instead, the subject is trying to take a fighting opponent with the one who is fighting to a different place on the battlefield. the freedom of movement The effect is not helpful in this task.
  • If the subject of a freedom of movement effect successfully exerts the movement action of the grip option, can the subject move at full speed? No. In the campaigns of this DM a freedom of movement The effect does not include the ability to carry excessive weight and still move and attack normally, or the ability to move at normal speed while wearing medium or heavy armor. Transporting an adversary with difficulties, to this DM, falls into the same general category as those two ideas.

Again the freedom of movement The spell is not very clear on what it covers, and a player must expect that each DM has made different house rules to enable the spell's functionality. A DM freedom of movement it is very unlikely to be exactly the same as another DM freedom of movement.


Note: The rules of my house actually say: "When there is a question about whether freedom of movement is or not affects an effect, if the DM has no opinion, those present at the table will vote, and the freedom of movement the effect will affect or not affect that effect thereafter. "My original plan for my house rules made me include a list of all possible things in the game that the spell freedom of movement could and could not affect, but the list was still unfinished after three pages. I excluded that incomplete list and included that propaganda instead. It just seemed like a better tactic to take.

spells: how does Freedom of Movement interact with the "Move" action while fighting?

The 4th level cleric spell freedom of movement (abjur) (Player manual 233) is notoriously vague. (See this question.) The more liberal reading of the spell allows the subject to move normally through the walls, while the more conservative reading sees the spell even in the first sentence of the spell description as Y therefore, limit the subject to exactly and only the effects that the spell mentions by name. (My experience has been that most people are somewhere in between.)

That means you should ask your DM. However, I can explain how I would decide on the two issues raised by the question.

  • Must be the subject of a freedom of movement Effect of making a successful grip check to exercise the grip option movement? Yes. This DM would rule that only because the subject of freedom of movement the effect can be successful automatically in the grip controls to escape a grip, here the subject is not. Instead, the subject is trying to take a fighting opponent with the one who is fighting to a different place on the battlefield. the freedom of movement The effect is not helpful in this task.
  • If the subject of a freedom of movement effect successfully exerts the movement action of the grip option, can the subject move at full speed? No. In the campaigns of this DM a freedom of movement The effect does not include the ability to carry excessive weight and still move and attack normally, or the ability to move at normal speed while wearing medium or heavy armor. Transporting an adversary with difficulties, to this DM, falls into the same general category as those two ideas.

Again the freedom of movement The spell is not very clear on what it covers, and a player must expect that each DM has made different house rules to enable the spell's functionality. A DM freedom of movement it is very unlikely to be exactly the same as another DM freedom of movement.


Note: The rules of my house actually say: "When there is a question about whether freedom of movement is or not affects an effect, if the DM has no opinion, those present at the table will vote, and the freedom of movement the effect will affect or not affect that effect thereafter. "My original plan for my house rules made me include a list of all possible things in the game that the spell freedom of movement could and could not affect, but the list was still unfinished after three pages. I excluded that incomplete list and included that propaganda instead. It just seemed like a better tactic to take.

dnd 5e: How does the Haste and Turn Undead spell interact?

There are some features like Turn Undead that indicate:

A converted creature (…) cannot take reactions either. By its action, you can only use the Dash action or try to escape an effect that prevents it from moving. If there is no place to move, the creature can use the Dodge action.

the hurry spell states:

Until the spell ends, the target (…) wins an additional action in each of his shifts. That action can only be used to perform the Attack action (only a weapon attack), Dash, Unhook, Hide or Use an object.

I wonder what it all includes "by its action":
Does the Turn Undead function require using its "normal action" to perform the Dash action? Can you use the action granted by hurry instead of your "normal action"? Maybe Turn Undead requires both of them of your actions that will be used to take the Dash action?

One of the reasons why this is important is that if you can perform multiple attacks with the Attack action, you will want to perform the Dash action using your "hurry action "and then perform the Attack action using your" normal action ".

dnd 5e – How do the feats of Durable Fortress and Dwarf interact?

How do the feats of Durable Fortress and Dwarf interact?

While the Durable feat (PHB, p. 166) states that you earn a minimum of twice your Constitution modifier by using your hit dice to heal, the Dwarven Fortress feat (XGtE, p. 74) makes you recover hit points equal to what you throw, plus your Constitution Modifier, every time you take Dodge Action.

Since the Dwarven Fortress feat has a more specific rule regarding healing with Hit Dice, I was curious to know if the two really worked together correctly.

dnd 5e – How do the Durable and Dwarf Fortress feat interact?

You would cure at least the minimum amount Durable grants while using Dwarven Fortitude.

Durable says

When you roll a hit dice to recover hit points, the
minimum number of life points you recover
the roll equals double your Constitution modifier
(minimum of 2).

While Dwarven Fortitude says

Every time you take the dodge action in combat,
power spend a die die To heal yourself. Throw the dice,
add your constitution modifier and retrieve a number
of hit points equal to the total (minimum of 1).

Because DF says you roll the spent hit die, it counts as throwing a hit dice to recover points, so Durable will be applied.

Unit: How to interact properly with the game objects in Unity3D?

I am trying to make a game where the player is placed on the scene and the goal is to explore it. It can interact with the game objects that the player can find in the environment, such as picking up objects, examining, dropping and replacing. It's basically something like first person exploration …

So, the problem is how to correctly implement the code with respect to the interaction. One way I see it and see it on the Internet is Raycasting. Then the idea would be Update() method place the Raycast fire code and see what hits. In addition, all game objects that the player can interact with are placed in a separate Layer and also limit the duration of Raycast (which is obvious since the player cannot interact with objects that are 10 meters away from him). ..

So, as I understand it, game objects should have at least some type of collider (I know that box and sphere colliders are simple, but sometimes I will have to use a more complex one) …

That said, I wonder if this is the right approach:

  • Separate layer for interactible objects
  • Raycast that verifies the objects in that layer
  • Raycast length limited to 1 meter

This approach should not consume so much CPU or is there any other way?

I'm also thinking of putting an invisible box area (trigger) where lightning emission makes sense, but I'm not sure if this will be superior or not …

So, in the end, what would be the right approach to this?

dnd 5e – How does the shipment interact with the sleeping goals?

DM election

There is no specific rule for this or I would say it in the description of the spell. All he says is that the creature hears the message in his mind, that for the purpose of being asleep would not be that different from someone who talks to you while you sleep.

Although there is an argument that the sleeping creature is more likely to consciously remember and record the words, since the creature definitely "hears the message."

If this is enough to wake them up … I think a DM would only have to decide if the creature is light enough to sleep or possibly allow some kind of control (a Wisdom control?).

I would also say that they would do you have to be awake and aware to respond "in a similar way" since you cannot take action while you are asleep *

* Unless you answer "five more minutes, Grandma Frog" would be more fun, of course.

dnd 5e – How does the additional damage of Rage's barbarian interact with the fight with two weapons?

Two-handed weapons are not useless: additional action and TWF

The two-weapon fight that a barbarian can use is not the same as the Fighter / Ranger fighting style option "Two-weapon fight." Only that class feature allows the fighter / ranger to add his skill score modifier to the damage of the second weapon.

Each successful attack (using Force) gets the Rage damage bonus

Assume a barbarian with a Force of 16. (+3 damage modifier)

The rule of struggle with two weapons (Chapter 9) states:

When you take the attack action and attack with a light melee weapon
what do you have in one hand you can use an extra action to attack
with a different light melee weapon that you have in the other
hand. Do not add your skill modifier to bonus damage
attack, unless that modifier is negative
.

The Barbarian has to use an additional action to activate his Wrath (PHB, Chapter 3):

In battle, you fight with primary ferocity. In your turn, you can enter
A rage as bonus action. {cutout}
When you make a melee weapon attack using Strength, you get a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Wrath Damage column of the Barbarian table.

Let's see how a three-round battle will go.

  1. Round 1, trigger anger and a 2H weapon attack or a hand ax attack plus anger.
  2. Round 2. A 2H weapon attack, two attacks with two weapons, additional STR damage in only one
  3. Round 3, a 2H weapon attack, two attacks with two weapons, additional STR damage in only one

Damage Comparison

Two-handed sword versus two-handed axes: damage if we assume that all attacks hit

  1. Round 1: 2d6 + anger + STR (2d6 + 5) versus 1d6 + anger Str mod. (1d6 + 5)
    2H weapon advantage.

  2. Round 2: 2d6 + anger + Str (2d6 + 5) versus 1d6 + 1d6 + anger + anger +
    str mod (first hit only) (2d6 +7)
    The total after two rounds is: WH 4d6 + 6 + 4 (24) vs 3d6 + 6 + 6 (22.5) Light lead to the 2H weapon

  3. Round 3: Same as the second round, but now TWF takes a slight advantage, since:

    In total, we see 6d6 + 15 of the 2H weapon. (Average 36)
    In total, we see 5d6 + 19 of the TWF election. (Average 36.5)

Note: you have to hit it to damage it.

An advantage is accumulated for the TWF approach if the fight lasts so long because it has a better chance of hitting. There are two chances of hitting in the second and third round, while with the 2H weapon, there is only one chance to hit each turn. You will have a total of 5 attack rolls, instead of 3 attack rolls, if the dwarf goes with the two hand axes.

For what it's worth …

If the Barbarian takes the Double Bearer feat at level 4, he can use 1d8 damage that deals war hammers, battle axes or long swords. The longer the battle lasts, the more fighting with two weapons seems to be more advantageous. But, after level 5 where the Barbarian receives two attacks, this changes things enough that you can see that the 2H weapon is a good or better option.

  • We have a series of questions and answers that compare TWF with 2H-weapons that go
    in much more details about that. Since you're dealing with a
    Beginner that is not relevant to this question. If you reach level 4 and consider that feat, I suggest you leave a question here to ask about the pros and cons of the Double Bearer feat for a barbarian instead of fighting with two-handed weapons.

    The same three-round fight with the double-carrier feat, at level 4, using battle axes (1d8) as one-handed weapons, produces this result after three rounds.

    In total, we see 6d6 + 15 of the 2H weapon. (Average 36)
    In total, we see 5d8 + 19 of the TWF election. (Average 41.5)
    Round 1 is still "weapon advantage 2H" and round 2 is more or less a draw.

    This seems to be a bit more attractive, except during the first round, and the 5-on-3 attack rolls mean there will be fewer failures. Each failure of the 2H weapon is a greater loss of damage to the target.

Things change at level 5 for most martial characters

The barbarian of arms 2H obtains another peak of attractiveness at level 5, so the first rounds tend to favor the two-handed weapon.

The two-handed arms barbarian receives two attacks. TWF gets three in rounds 2 and later, using the bonus action. Damage Summary:

Round 1: 4d6 + 2Str + 2Rage 2H vs 2d8 + 2Str + 2 Rage for TWF
Round 2: 4d6 + 2STR + 2Rage vs 3d8 + 2Str + 3 Rage
(All subsequent rounds are per round)

The fight has to last a little more than two rounds for the TWF to start showing advantages.

If the Dwarf does not take a feat, but increases the Force to 18 at level 4, all attacks strike more frequently, all attacks get another increase in points of damage by force, and the 2H weapon approach begins to Look more attractive.