dnd 5e – Does a Bugbear PC take damage when holding an enemy on the other side of a Wall of Fire with Grapple?

By the rules as written, the bugbear is not in the area that causes damage, so it won’t take damage.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side.

The bugbear is 15ft away.

A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.

The bugbear is not entering the wall. It sounds strange, I agree. Another strange possibility is that another creature can cross the space with the bugbears arms without any issue, which again sounds strange.

Do the above make perfect sense? Not really. For these edge-cases, which are not covered by the rules (in this case, being able to grapple something that is 10ft away from you), the DM should use common sense and make rulings that the table agrees with.

Different groups will prefer different approaches. At my table, I’d make the bugbear not take any damage, and the grappling space with his arms would be difficult terrain (if some other creature decided to run across it somehow). Another reasonable ruling would cause damage to the Bugbear but grant him a Dexterity save. Other tables would come to their own conclusions.

PS: as the other answer stated, this 10ft grapple is only valid on the bugbear’s turn, when it attacks. After that, the enemy is no longer grappled. So most of the argument is pointless, the Bugbear will not end its turn inside the “danger zone”.

Player Camera Shaking when Running Into Wall in Unity

I’ve been working on a 2D RPG game in Unity, and for some reason, whenever my character runs into a wall, the camera begins to shake violently. I have a RigidBody2D and a BoxCollider2D connected to him and a TilemapCollider connected to my Tilemap. The RigidBody component is Dynamic with a gravity scale of 0 (because it’s a top-down game). Also, the camera is a child of the player. Here’s the script to my character controller:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class PlayerController : MonoBehaviour
{
    // Variable for the player speed and animation
    float speed = 2f;
    private Animator animator;
    private Vector3 change;
    
    // Called before the first frame is loaded
    void Start()
    {
        // Gets animator component
        animator = GetComponent<Animator>();
    }
    
    // Update is called once per frame
    void Update()
    {
        // Detects change in the player's coordinates
        change = Vector2.zero;
        change.x = Input.GetAxisRaw("Horizontal");
        change.y = Input.GetAxisRaw("Vertical");
        if (change != Vector3.zero)
        {
            // Detects whether the player's animation should play or not
            MoveCharacter();
            animator.SetFloat("moveX", change.x);
            animator.SetFloat("moveY", change.y);
            animator.SetBool("moving", true);
        }

        else
        {
            animator.SetBool("moving", false);
        }
    }

    void MoveCharacter()
    {
        //  Allows movement on the X axis and calculations to allow the player to move
        if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
        {
            transform.Translate(Vector2.right * speed * Time.deltaTime);
        }
        if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
        {
            transform.Translate(-Vector2.right * speed * Time.deltaTime);
        }

        // Allows movement on the Y axis
        if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
        {
            transform.Translate(Vector2.up * speed * Time.deltaTime);
        }
        if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
        {
            transform.Translate(-Vector2.up * speed * Time.deltaTime);
        }
    }
}

dnd 5e – Should a Bugbear PC take damage when holding an enemy on the other side of a Wall of Fire with Grapple?

By the rules as written, the bugbear is not in the area that causes damage, so it won’t take damage. Another strange possibility is that another creature can cross the space with the bugbears arms without hassle. And another even weirder concept is that you could make a Wall of Force in that space, completely separating the bugbear from its target, and it would still be grappled.

Do any of the above make sense? Not really. For these edge-cases, which are not covered by the rules (in this case, being able to grapple something that is 10ft away from you), the DM must use common sense and make rulings that the table agrees with.

Different groups will prefer different approaches. At my table, I’d make the bugbear not take any damage, the grappling space with his arms would be difficult terrain, and a Wall of Force would break the grapple. Another reasonable ruling would cause damage to the Bugbear but grant him advantage on his save. Other tables would come to their own conclusions.

dnd 5e – Does Wall of Fire hurt people inside a Leomund’s Tiny Hut?

Magical effects can’t extend through the dome.

If the wall of fire is on the outside, it doesn’t affect creatures on the inside because:

Spells and other magical Effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

First, the damage from the wall of fire is a magical effect that cannot pass through the dome. Second, the dome doesn’t care about the temperature outside, “the space is comfortable and dry, regardless of the weather outside.”

redhat – How to run wall command as another user in Linux (RHEL8)

How do I send a wall message as root (or any other user) and it not identify the original user?

Looking at the below I would have expected wall to display message from root but it still shows admin1, what am I missing?

I have tried various sudo -i, -s, using -c to send command, tmux, runuser but always the same result. Is it a global setting in sudoers or something else?

For context this was a question on a test I couldn’t figure out and not been given an answer!

(admin1@RHELPOC ~)$ sudo su -
(root@RHELPOC ~)# id
uid=0(root) gid=0(root) groups=0(root) context=unconfined_u:unconfined_r:unconfined_t:s0-s0:c0.c1023
(root@RHELPOC ~)# wall "whoisthis"

Broadcast message from admin1@RHELPOC (pts/0) (Fri Jan  8 13:58:40 2021):
whoisthis

Can not write on Facebook Wall of ANY of my 284 FB friends from iPhone

I am not any to write on any of the walls of my 284 FB friends from my iPhone, but I am able to write on their walls from my PC. Is there a setting on the iPhone or in FB to fix this?

iPhone 7 only showing restore screen when plugged into a wall charger but not when plugged into my macbook air

My iPhone 7 will only display a restore screen when plugged into a wall charger. When unplugging the phone from the wall charger, the screen will turn back. If I try to use the iPhone charging cable to connect the phone to my Mac, the screen will remain black.

I’m using a 64GB iPhone 7 and a 2015 MacBook Air running Big Sur, version 11.1.

c++ – How do I stop a moving object when colliding with a static wall or falling to a static ground

I’m writing my very first 2D game engine in C++ and SDL2. I wrote a very simplistic RigidBody class that computes the resultant force, applies forces and simulates gravity. I also wrote a BoxCollider class and a QuadTree class which as any game dev would know manages collisions. Every thing seems to be working fine, however I’m facing a pit stop I can’t wrap my head around. How do I stop a GameObject when it collides with a static wall or ground. I tried setting the velocity to zero but that literally freezes the object and I can’t move it using my controls. Also setting the gravity to zero doesn’t stop the object since it still has a non zero velocity and it sort of digs it’s way through the ground. How can I implement this and if there are any decent tutorials regarding my question please do share them. Thanks!

dnd 5e – Cast shatter on the other side of a wall

I was wondering if you could cast shatter on the other side of a wall or on a point that you can’t see. The spell description for shatter says that it is cast on a point that you choose. Other than that it does not say anything about how it’s cast aside from it erupting from a point, so it seems there is no line involved.

Would that also mean I can cast it in a room above me for example without even needing to see it? It says that if you cast an AOE spell it comes onto the near side of that obstruction, is that based on a line from where you cast or where the spell originates?

dnd 5e – Cast shatter on the otherside of a wall

No, you cannot.

To target something, you must have a clear path to it,
so it can’t be behind total cover.
If you place an area of effect at a point that you can’t
see and an obstruction, such as a wall, is between you
and that point, the point of origin comes into being on
the near side of that obstruction.