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## dnd 5e – While inside the Rope Trick space, can abilities tied to the plane access the plane from which it was entered?

My character, at the end of our last session, is inside the "extra-dimensional space" created by Rope trick. He has previously released Soul Cage and I would like to exploit the trapped soul using Eyes of the dead, which "creates an invisible sensor somewhere in (a) place if it is on the plane of existence that it is currently on" to see what is happening in the large room * in which Rope trick was kicked out.

it's possible? Or it is the plane of the main material (where we are located before entering the Rope trick space) considered as a plane separated from the extradimensional space that we currently inhabit?

*: the opening for Rope trick It was placed just 5 'from the ground, so we can't see much through the window at the bottom of the space.

## dnd 5e – While inside the * Rope Trick * space, can skills tied to the plane access the plane from which it was entered?

My character, at the end of our last session, is inside the "extra-dimensional space" created by Rope trick. He has previously released Soul Cage and I would like to exploit the trapped soul using Eyes of the dead, which "creates an invisible sensor somewhere in (a) place if it is on the plane of existence that it is currently on" to see what is happening in the large room * in which Rope trick was kicked out.

it's possible? Or it is the plane of the main material (where we are located before entering the Rope trick space) considered as a plane separated from the extradimensional space that we currently inhabit?

*: the opening for Rope trick It was placed just 5 'from the ground, so we can't see much through the window at the bottom of the space.

## calculus – Question about a crazy integral with Feynman's trick

With respect to the integral,

$$int_0 ^ pi ln (e ^ 3 + e ^ 2 + e + 1 – 2 pi cos (x)) dx$$,

I managed to solve by defining and then differentiating wrt to:

$$I (a): = int_0 ^ pi ln (a – 2 pi cos (x)) dx$$

But I was curious if there was another way to do this. Its closed form is
$$pi ln Bigl ( sqrt { bigl ( frac {1-e ^ 4} {1-e} bigr) ^ 2 – 4 pi ^ 2} + bigl ( frac {1- e ^ 4} {1-e} bigr) Bigr) – pi ln (2)$$.

## dnd 3.5e – How to deal with the rope trick in particular circumstances

Rational to the challenge: Like NPCs, cool, clever uses for NPC spells exist simply for player entertainment and storytelling. These spells should be implemented only when they offer players an interesting challenge.

The rope trick is challenging, and there are solutions to tackle it. The questions really are A. Is it a challenge interesting enough to be worth it? and B. Does the party have access to tools to address this challenge?

Nature / challenge review: 1. There is an active alarm system, and 2. as soon as it is activated, magicians fly into the clouds (using fly spells) and 3. flee to extra-planetary space using the rope trick, where they presumably rest (refreshing fly spells if the rope trick caster is high enough to cover the time they need to rest). The spell expires at some point (after the caster level hours) and casts all content (unless they leave before it expires), leading to a brief shower of wizards raining down from the sky, or feathers falling. if they have spells ready. Then they return from where they fell to that place with the air elemental, I suppose. If they are high enough at this point, they are well rested and could repeat the process if the party triggers the alarm again. – If the launchers who open the rope tricks do not have 8 or more, then they must resort to alternative ways to access the flight if they have not rested before attacking again. But they could still use alternative means to flee if they have them. Those could be unlimited (flight-giving artifacts, perhaps brooms? – with the same effect of CL <7) or limited.

Solution 0: Wait for them

If they are limited but large in number, they could probably be used in a boring replay until they are sold out. That would be a siege scenario: you ask players if you keep repeating it and fast-forward until they decide to look for an alternate solution or all wizards' charges or uses of all means of flight are exhausted (at that point they haven't rested properly instead, they sleep a lot for a few hours straight, while our players take turns setting off the alarms and they're fine.) Also consider long before this point, wizards might get mad anyway and try to attack, rather than bother with your important order all the time.

Note: The rope trick has components: corn powder and a twisted parchment bow. How much of that do you think they have as a group? Where do they get more from? If players mess with access to components, they could do the siege tactic even if they rest (but not if they have infinite alternate access to the flight).

Solution 1: Avoid or remove the alarm in some way.
You didn't explain how the air elemental works as an alarm, but it could surely be fooled somehow. It has Listen +2, Spot +3, and 60 feet of dark vision, but stealth would probably work fine. – Or just sneak up and kill the … blower. It has 9 hp. And even if the magicians still run away this time, getting a new relative takes time.

Solution 2: deal with wizards before they run away
* *to.* Prevent them from flying. I guess solution 0 did it slowly, but what about a silence spell? Dispel a magic spell? Other anti-magic sources? Stop your spell casting with an arrow to your forehead or just the way you like. Make them need to perform concentration checks by distracting them with poisonous gas traps you prepared while hiding.
yes. use solution 1: invisibility (plus a little hand to get the artifact) or hurt them. They are magicians, not clerics, so harm them as best you can. Even if they can rest, they are likely to have a low build, so they heal slowly enough not to recover much before returning.
C. Catch them. Hide (with an alarm) at their location waiting for them to return, and then close the doors after they enter, or alter the environment so that they are trapped inside even if they fly. Make sure that if you collapse the entrance you have means to leave.
re. fly and while you keep hurting them, basically 2b extension.

Solution 3: don't let the leak stop you
to. If you can fly immediately during their escape, follow them into their holes as they flee. If you didn't have the spell before, how about buying a flight parchment?
yes. If you can't fly, but you have access to a spell that goes beyond airplanes, find it from the ground. Then let the shells speak. Build a kind of rocket and launch it just below the hole. It's like shooting from the side of a barn, but from much farther … a sniper rocket. While it is difficult to build, if they are successful and one would kill all wizards, the corpses would fall from the sky after the spell expires … very well.
C. Or find worldly means to fly and follow them later. Use detection magic to find the entrance, as the entrance is invisible to the naked eye but still magical. It can be nice if it takes hours, because you can't look through the hole entrance, so you won't know what's going on inside. Of course, if you rushed right after them, you know what's going on: they just arrived. But if you are late, everyone could be aiming their magic at the entrance, as they can look out the entrance window (if they are not sleeping). – If you wait a bit and assume that you are actually sleeping thinking that you do not have access to the flight or that you would find the entrance), you could sneak in and stab them all while they sleep. – muahahaha.
re. wait outside Since your observation hole is at the entrance, if you find it and have a long-term flight source (like an undead dragon? – or a hot air balloon) park right above the hole and wait until they come out or start falling.

Solution 4: GM prevents NPCs from doing it, ideal if they don't have the tools or if the challenge seems boring
to. Magicians are also people. Even if this works mechanically, they will get bored or impatient. Maybe I'll have one of them say, "You know what to do, guys." and another says "Really? We are powerful! Why do we keep running from these losers? Let's just deal with them!" – Unless everyone is elven or immortal, they may not want to delay their plans for weeks to play hide and seek with the party.
yes. The situation changes. They plan to use the artifact for something (which is deep in a dungeon, so they can't fly away). Of course, if players don't have the means to track them, that will also be frustrating, but at least it won't be boring.
C. Think of your own reason.

Solution 5: Do not worry
to. Let the players figure it out.
yes. Break the fourth wall. If you actually limited their use and complained to them when they used the rope trick, instead of finding a way to avoid it, the situation is unfair. He decides to ban all the spell and creates a silly explanation in the game.

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## dnd 3.5e – How does the Skill Trick Extreme Leap work?

The "Extreme Jump" skill trick says:

Extreme jump [movement] Your extraordinary jumping ability takes you long distances. Prerequisite: Jump 5 ranges. Benefit: if you
do a horizontal jump of at least 10 feet during your turn, you can
Spend a quick action to move an additional 10 feet that turn.
Complete scoundrel, p. 86

So if a character with a full 30 foot movement performs a move action to jump over a 20 foot chasm and start running 20 feet, does he …

a] … you have to do a DC 10 Jump check and use the "Extreme Leap" skill trick to cover the distance over the abyss and you have 10 feet of movement left on the other side.

b] … you have to do a DC 20 jump check to cover the distance and get an additional 10 feet of movement once you land on the other side.

From the name of the trick and the phrase "your extraordinary jump takes you to great distances" I always assumed that the trick adds another 10 feet of jump distance, but rereading the skill I'm not sure now.

## problem gamblers: how to balance a trick that substitutes sympathy for deception

As he points out, sample stunts include many examples of using one skill instead of another in specific circumstances. There are examples for Cheat and Rapport that should help:

• Mental games (Fate Core, p 104) allows Deceive to replace Provoke for mental attacks "as long as you invent a clever lie as part of the attack".
• Popular (Fate Core, p 121) allows Rapport to be used instead of Contacts "if you are in an area where it is popular and popular." Specify that this can be established by spending a Destination Point to declare a detail of the story, as well as being a natural consequence of the narrative.
• Friendly liar (Fate Core, p 300 – Sample Zird the Arcane Character Sheet) is pretty close to what your player wants: "You can use Rapport instead of Cheat to create perks based on a lie."

These are useful examples. Mental games establishes a simple limitation based on both the type of action and the player's and / or character's own actions; The player understands what he can do and how he can justify its use. It also allows the use of the skill that is not normally possible (making an Attack). Popular it is broader, though note that it replaces a skill that has similar restrictions (no attacks) but requires a much bigger hurdle to satisfy the narrative, something that is in GM (or group) control or costs the player a Destination Point to take control of themselves. Y Friendly liar shows that what your player does requires a trick, according to the game's default assumptions about the two skills involved, and similarly to Mental games, has restrictions on game action and player narrative action for when it comes into play.

I would recommend offering a variation on Friendly Liar (perhaps with the narrative constraint that he's creative with truth to a friend, rather than lying), and telling him that he can extend it with future stacking or branching stunts, as covered on the pages 94 and 95 of Fate Core.

Another option would be to create an Appearance usable by anyone who sees you do this: after all, they won't trust him, and no one will get away with this kind of friendship forever. If your character really sees friendships as disposable and resourceful, that should have a greater narrative effect beyond your skill selection.

## algorithms: is there any formula or trick to count how many times an instruction is executed inside a nested loop?

I am modifying a software that is for garbage collection. While reading the code, I wondered if there is any formula or trick to quickly calculate the number of times the statement is executed inside the nested loop instead of manually doing it in the head. Here is the pseudo code for this —-

``````for(i=1; i<=9;i++)
{
sum = 0;
for(j=i; j<=N && sum<=10; j++)
sum = sum + arr(j) //any quick trick to calculate it's number of execution
}
``````