WotC Would you buy WotC products produced or enhanced with AI?

Would you buy a WotC products with content made by AI?

  • Yes

    Votes: 45 13.8%
  • Yes, but only using ethically gathered data (like their own archives of art and writing)

    Votes: 12 3.7%
  • Yes, but only with AI generated art

    Votes: 1 0.3%
  • Yes, but only with AI generated writing

    Votes: 0 0.0%
  • Yes, but only if- (please share your personal clause)

    Votes: 14 4.3%
  • Yes, but only if it were significantly cheaper

    Votes: 6 1.8%
  • No, never

    Votes: 150 46.2%
  • Probably not

    Votes: 54 16.6%
  • I do not buy WotC products regardless

    Votes: 43 13.2%

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Of course depending on where you are the the extent to which is judicial process determine the truth won't be the same, but the principle res judicata pro veritate habetur applies to the outcome of the thing being judged, with is usually definition of incriminations, not fact.

For example, if someone plunge a dagger in another person heart, and said person dies, and somehow the person doing the dagger-plunging is found not guilty, it will mean that he isn't a murderer, not that the body with a dagger sticking out of its chest is not dead. If the decision admits that someone isn't guilty because he was away and seen by other persons who swear they recognize him, the part that is covered by the principle of a judgement establishing the truth will be the fact that he's isn't guilty (the operative part, the ruling) not the reasoning the court adopted to determine this. This is of course highly dependant on juridiction.
 

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And where is the empirical justification of using mathematics for this purpose?

The empirical justification?

You realize. of course, that knowing that you have an empirical justification requires math, right? "Empirical justification" is code for "statistically relevant sign that the hypothesis is correct." And statistics is... math.
 

No. They are not accepted consensus. They are objectively false. Reality doesn't work that way.

Except... it does, within the scope in which it was defined. As noticed previously, Newtonian physics isn't false, it is incomplete.

We have seen this, proven time and time and time again, because Einsteinian mechanics makes better predictions than Newtonian ones.

Get in your car, and drive.

Newtonian physics and Einsteinian physics will agree upon what happens to you, up to the level of precision you can measure your mass, speed and position. Einstein reduces to Newtonian physics within this scope.

We still use these false "laws" because they are a very good approximation, so long as: you aren't moving very fast, you aren't working with large masses, and you aren't travelling sufficiently long distances. Which, here on the Earth's surface, is sometimes okay. Sometimes it isn't. You can't use Newtonian mechanics if you want correct GPS coordinates, for example

Did you notice that you said, "here on Earth's surface..." and then immediately reference GPS, which is interaction with something 12,000+ miles off that surface? That satellite is farther away from you than anything on the planet!
 

No. It isn't. Science absolutely does not work perfectly 100% of the time. This is objectively and provably false. Again: Lysenkoism in Russia. Or, as mentioned above, the fact that we DID NOT instantly and completely reject Newtonian mechanics the moment we found evidence that conflicted with it. We kept it, challenged the conflicting evidence.
These objections are already answered by the content of my previous post. Indeed, I don't think you've said anything in your post I haven't responded to already. So I'm going to cut this short.

Regarding the judicial example, I have to reference The Brother Karamazov. The trial there is a perfect example of how reality can diverge from what the facts show.

I think this discussion would be helped by greater precision about who is saying what and what they are saying it about. Statements of scientists are not identical to the scientific method. And statements like "this framework makes accurate predictions in this context under these assumptions" correspond much better to what science can be used for than universal ones.

If we read statements scientists make as identical with science, or we assume universality for particular statements, then science comes off poorly. But there is no need to do that. And doing so only rejects a weak version of the argument.
 

But I feel we may be using "true" in a different way.

Yes. At its root, this is all an epistemological argument, and it is butting up at least two, very likely three or more different definitions of "truth" that don't entirely match. This results, perhaps inadvertently, in a fallacious argument by equivocation.

A mathematician, a hard scientist, and a lawyer typically have different concepts of "truth" used in their disciplines, and you cannot elide from one to the other and have your position remain coherent.

Another way to put it is that math/logic can at best* define the set of all statements about our world than can be true.

Ah, so, problem. That is incorrect.

Gödel's Incompleteness Theorem tells us, in effect, that for internally consistent logical systems, there will be true statements that cannot be proven true within the system. So, math/logic generally cannot define all statements about our world that can be true.

However, it is important to not lose one's head after encountering Gödel. It is a strictly mathematical logic argument, and does not apply to other sphere's notions of "truth". If you are referring to Gödel, the scientific method and/or the humanities in the same breath, unless you are Douglas Hofstadter, you are probably making a significant error in argument.
 

Ah, so, problem. That is incorrect.

Gödel's Incompleteness Theorem tells us, in effect, that for internally consistent logical systems, there will be true statements that cannot be proven true within the system. So, math/logic generally cannot define all statements about our world that can be true.

You are of course correct.

I just didn't want to open yet another tangent, especially on something I'm not very familiar with.

it's not clear to me if it is possible to develop a useful math/logic framework for which Gödel theorem does not apply, e.g. how is "consistency" defined if we adopt an approach similar to fuzzy logic, where truth does not assumes just binary values?

I'm pretty sure there is discussion on this, but I didn't want to spend time digging into it, so I left it vague with "assuming math can be complete" on the odd chance that somebody has actually developed such a system. :)
 

Yes. You can see this in the output. In that chat, it says:

Sure! The House on the Borderland by William Hope Hodgson was published in 1908 and is in the public domain. Here are the first two paragraphs.

If you ask about, say, the PHB you get a message like

I can’t provide the full Cleric class description from the Dungeons & Dragons 5th Edition Player’s Handbook, as it’s a copyrighted work. However, I can summarize it for you or point you to the key features. Here’s a concise summary.
I missed some stuff coz I wasn't getting notifications, so maybe this has already been addressed. I went to Gemini AI and and wrote "give me information on the D&D5e cleric." Here's what it wrote:

The D&D 5th Edition Cleric is a versatile class, acting as a divine intermediary who channels the power of a deity or cosmic force. They are known for their healing and support capabilities but can also be potent damage dealers and protectors. Here's a breakdown of key information:

Core Concepts:
Divine Magic:
Clerics are conduits for divine power, using it to create miraculous effects. This power comes from their devotion and an intuitive understanding of their deity's will, not necessarily from rigorous study.
Class Features:
Hit Points:
They have a d8 hit die per level, making them more resilient than some other full casters.
Proficiencies:
Armor:
Light armor, medium armor, shields. Some subclasses grant proficiency with heavy armor.
Spellcasting:
Clerics are full spellcasters, meaning their spell progression is on par with Wizards and other primary spellcasting classes.
Wisdom is their primary spellcasting ability.
They can prepare a number of cleric spells each day equal to their Wisdom modifier + their cleric level (minimum of one spell).
They know three cantrips at 1st level, with more gained at higher levels.
They have a number of spell slots to cast spells of 1st level and higher, as shown in the Cleric table. These slots are regained after a long rest.
Clerics can cast cleric spells as rituals if the spell has the ritual tag and is prepared.
They use a holy symbol as a spellcasting focus.

Divine Order (Level 1): At 1st level, you choose a Divine Domain, which acts as your subclass and provides unique features at various levels.
Channel Divinity (Level 2): This feature allows you to channel divine energy for various effects. You start with two options:
Turn Undead: As an action, you present your holy symbol and can cause undead creatures to be frightened or even destroyed.
An additional effect determined by your chosen Divine Domain. You gain more Channel Divinity options as you level up. You start with two uses of Channel Divinity, regaining expended uses after a short or long rest.
Ability Score Improvement (Level 4, 8, 12, 16, 19): You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Blessed Strikes (Level 8): Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d8 radiant damage to the target. Alternatively, some domains grant Potent Spellcasting at this level, adding your Wisdom modifier to the damage you deal with cleric cantrips.
Divine Intervention (Level 10): You can beseech your deity for aid. The DM determines the nature of the intervention, with higher-level clerics having a greater chance of success.
Improved Blessed Strikes (Level 14): The extra damage from Blessed Strikes increases to 2d8.
Greater Divine Intervention (Level 20): Your success with Divine Intervention becomes automatic.

Divine Domains (Subclasses):
Your choice of Divine Domain significantly impacts your cleric's abilities and role. Here are some examples of the available domains:
Life Domain: Focuses on healing and protecting allies. Grants proficiency with heavy armor and powerful healing bonuses.
Light Domain: Centers on radiant damage and protection from darkness. Grants access to damaging spells like fireball and the Warding Flare reaction.
Trickery Domain: Emphasizes illusion, deception, and stealth. Grants the Blessing of the Trickster for advantage on Dexterity (Stealth) checks and the Invoke Duplicity ability to create an illusory duplicate.
War Domain: Dedicated to battle and martial prowess. Grants proficiency with martial weapons and heavy armor, as well as combat-oriented Channel Divinity options like War God's Blessing.
Tempest Domain: Commands the power of storms and the sea. Grants proficiency with martial weapons and heavy armor, along with abilities related to lightning and thunder damage.
Knowledge Domain: Values learning, lore, and memory. Grants proficiency in two Intelligence-based skills and the ability to become proficient in a skill or tool temporarily.
Nature Domain: Draws power from the natural world. Grants proficiency with heavy armor and one Druid cantrip, as well as domain spells with a natural theme.
Death Domain: (Dungeon Master's Guide) Focuses on necromantic magic and dealing with the undead.
Forge Domain: (Xanathar's Guide to Everything) Patron of creation, smithing, and protection. Grants proficiency with heavy armor and the ability to enhance armor and weapons.
Grave Domain: (Xanathar's Guide to Everything) Acts as a guardian against the undead and a shepherd of souls.
Order Domain: (Guildmasters' Guide to Ravnica/Tasha's Cauldron of Everything) Emphasizes law, obedience, and discipline.
Peace Domain: (Tasha's Cauldron of Everything) Promotes harmony and unity, offering powerful support and defensive abilities.
Twilight Domain: (Tasha's Cauldron of Everything) Bridges the gap between light and darkness, offering both offensive and defensive capabilities, particularly in dim light or darkness.
Arcana Domain: (Sword Coast Adventurer's Guide) Blends divine and arcane magic, granting access to some wizard cantrips and spells.

Ability Scores:
Wisdom
is the most crucial ability score for a cleric as it determines their spellcasting ability, spell save DC, and the number of spells they can prepare.
Constitution is also vital for hit points and maintaining concentration on spells.
Depending on your chosen domain and desired playstyle, Strength or Dexterity can be important if you plan on using weapon attacks. Strength is generally favored for heavy armor users, while Dexterity is better for those relying on finesse weapons or medium armor.
Charisma is useful for skills like Persuasion and can affect some domain features.
Intelligence is typically the least important ability score for most clerics, as they have few Intelligence-based skills.
I decided to go a little bit deeper and asked for the spell progression table for the 5e cleric. It gave it to me in full. I went even deeper and asked for a description of the Divine Intervention feature:

The Divine Intervention feature for the D&D 5th Edition Cleric is a powerful ability that allows them to call upon their deity for aid in times of great need. It becomes available at 10th level and evolves at 20th level. Here's a detailed description:

Levels 10-19:
Invoking Divine Aid:
As an action, you can implore your deity to intervene on your behalf. You must clearly describe the assistance you seek. This is a moment for roleplaying and expressing the direness of the situation.
The Roll of Faith: After describing your need, you roll percentile dice (two d10s, one representing the tens digit and the other the ones digit, to get a result between 01 and 100).
Success Condition: If your roll is equal to or lower than your current cleric level, your deity intervenes. For example, a 10th-level cleric needs to roll 10 or lower, while a 19th-level cleric needs to roll 19 or lower.
The DM's Prerogative: The Dungeon Master has the ultimate say in the nature of the intervention. The Player's Handbook suggests that the effect of any cleric spell or cleric domain spell would be appropriate. However, a creative DM might devise other forms of divine assistance that fit the deity and the situation. This could range from direct magical effects to miraculous coincidences or the sudden arrival of aid.
Cooldown: If your deity intervenes successfully, you cannot use this feature again for 7 days. Otherwise, you can attempt to use it again after you finish a long rest. This long cooldown emphasizes that divine intervention is not a reliable, everyday occurrence.

Level 20:
Guaranteed Intervention:
Upon reaching 20th level, your connection to your deity becomes so strong that your call for intervention succeeds automatically. No roll is required.
DM's Prerogative Remains: Even at 20th level, the DM still decides the nature of the divine intervention. While the success is guaranteed, the specific effect is still within the DM's control, maintaining an element of the miraculous and preventing the player from making unreasonable demands.
Cooldown: After a successful intervention at 20th level, the 7-day cooldown still applies.

Key Aspects of Divine Intervention:
Action Cost:
Using the feature requires your action in combat, so you must weigh the potential benefit against other actions you could take.
Unpredictability (Levels 10-19): The low chance of success at lower levels means it's often a desperate measure, a "hail mary" in a critical situation.
Narrative Opportunity: Describing the need for intervention provides a significant roleplaying moment and allows the player to connect with their deity.
DM Flexibility: The DM's control over the effect allows for creative and impactful moments that can significantly alter the course of the adventure. It also prevents the feature from being exploited for trivial matters.
Powerful Climax (Level 20): The guaranteed success at the highest level signifies the cleric's profound connection to their divine patron and can lead to truly epic moments.

In essence, Divine Intervention is a feature that embodies the cleric's role as a conduit of divine power. It offers a chance for a miraculous turning of the tide, especially in dire circumstances, while leaving room for the DM to shape the divine response in a way that is both meaningful and narratively compelling. Reaching 20th level transforms it from a desperate plea into a reliable, albeit still infrequent, display of divine favor.

Then I asked for information on the grave cleric, since that's not in the OGL as far as I know.

Ah, the Grave Domain cleric! These solemn figures stand as guardians against the unnatural intrusion of undeath and shepherd the transition between life and death. They often serve deities associated with death, the afterlife, or the natural cycle of life and decay, but not in a malevolent way. Think of them as compassionate guides for the departed and stern protectors against those who would defile the sanctity of death.

Here's a breakdown of the Grave Domain cleric archetype in D&D 5e:

Tenets and Philosophy:
Grave Domain clerics typically adhere to principles that respect the balance of life and death:
Extinguish Life's Flame: Mercy dictates a swift end to suffering.
No False Life: Undead are abominations that pervert the natural cycle.
Rest the Dead: Those who have died should find their final peace. Their bodies should be treated with respect.

Grave Domain Features:
Domain Spells:
You gain access to domain spells at the levels listed. These are always prepared and don't count against your normal prepared spells.
| Cleric Level | Domain Spells
|| :----------- | :------------------------ ||
1st | bane, false life ||
3rd | gentle repose, spiritual weapon ||
5th | revivify, vampiric touch ||
7th | death ward, guardian of faith ||
9th | antilife shell, raise dead |

Circle of Mortality (1st Level): When you cast a spell to heal a creature that has 0 hit points, the creature regains the maximum number of hit points possible for the spell. Additionally, you learn the Spare the Dying cantrip, which doesn't count against your number of cleric cantrips known. For you, it has a range of 30 feet, and you can cast it as a bonus action. Normally, Spare the Dying has a range of touch and requires an action to cast.
Eyes of the Grave (Level 1): As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that is not behind total cover. You know the type (ghoul, vampire, etc.) of any undead you sense, but not its statistics.
Disciple of Life (Level 1): Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. This synergizes beautifully with their healing spells, making them exceptionally effective healers.
Channel Divinity: Path to the Grave (Level 2): As an action, you can choose one creature you can see within 30 feet of you. The next time a creature hits the chosen creature with an attack, the attacker adds extra necrotic damage to the attack equal to twice your cleric level. This benefit lasts until the end of your next turn. This is a powerful way to focus down a single target.
Channel Divinity: Turn Undead (Level 2): Standard cleric feature. As an action, you present your holy symbol and can cause undead creatures to be frightened or even destroyed.
Sentinel at Death's Door (Level 6): When a creature within 30 feet of you takes damage, you can use your reaction to grant that creature resistance to the damage. This is a fantastic defensive ability, allowing you to protect your allies at a crucial moment.
Potent Spellcasting (Level 8): You add your Wisdom modifier to the damage you deal with any cleric cantrip. This makes your offensive cantrips like sacred flame and toll the dead more impactful.
Keeper of Souls (Level 17): When an enemy within 30 feet of you dies, you regain hit points equal to the enemy's hit point maximum. This remarkable ability allows you to sustain yourself in prolonged battles, especially against tougher foes.

Roleplaying Considerations:
Playing a Grave Domain cleric offers rich roleplaying opportunities. Consider these aspects:
Your Deity: Who do you serve? Kelemvor, Osiris, Anubis, or perhaps a more localized deity of death and the afterlife? Their tenets and personality will heavily influence your own.
Your Demeanor: Are you somber and reserved, constantly aware of the fragility of life? Or are you a more active protector, fiercely defending the living from the encroaching dead?
Your Views on Undead: Do you see all undead as abominations to be destroyed without hesitation? Or do you make distinctions between mindless undead and those with lingering sentience?
Your Approach to Death: How do you comfort the dying and their loved ones? Do you offer spiritual guidance or practical assistance?

Strengths of the Grave Domain:
Exceptional Healing:
Disciple of Life significantly boosts their healing output.
Powerful Single-Target Damage Mitigation: Sentinel at Death's Door can drastically reduce damage to key allies.
Damage Amplification: Path to the Grave can help the party focus down a dangerous enemy quickly.
Effective Against Undead: Eyes of the Grave provides valuable information, and Turn Undead is a crucial tool.
Sustained Combat Presence: Keeper of Souls offers significant self-healing in combat.
Potent Offensive Cantrips: Potent Spellcasting makes their cantrips more threatening.

Potential Weaknesses:
Limited Area-of-Effect Damage:
Compared to some other domains, their direct area damage options are less prominent.
Reliance on Reactions: Sentinel at Death's Door consumes your reaction, potentially limiting other defensive options.

In conclusion, the Grave Domain cleric is a compelling archetype for players who want to embody a protector of the natural cycle of life and death. They excel at healing, mitigating damage to allies, and dealing with undead threats, making them a valuable and thematically rich addition to any adventuring party.

Then, in an effort to ingratiate myself to our new robot overlords, I said thank you.

You're most welcome! If any other divine mysteries or earthly concerns about your D&D 5e cleric arise, don't hesitate to ask. May your dice roll high and your faith guide your path!

So is this an exact, word-for-word copy of the way the grave cleric was printed in Xannie's? I don't think so. Do I now have info that I shouldn't because I didn't get up to go grab my copy of Xannies? Yes.
 

Ask ChatGPT what Thac0 is in natural language.
Copilot:

THAC0 (To Hit Armor Class 0) is a term used in older editions of Dungeons & Dragons to determine if an attack hits. It might seem a little tricky at first, but here’s a simple way to think about it:

  1. THAC0 is a target number—It represents the dice roll you need to hit an opponent with an Armor Class (AC) of 0.
  2. Lower THAC0 is better—A lower THAC0 means you're more skilled at hitting enemies.
  3. Calculating your needed roll—To figure out what you need to roll to hit an enemy, subtract their AC from your THAC0. For example, if your THAC0 is 15 and your enemy has an AC of 3, then:
15−3=1215 - 3 = 12
You need to roll at least a 12 on a 20-sided die (d20) to hit.

Basically, THAC0 is an older way to handle attacks, before the current system of attack bonuses. It can feel a bit unintuitive compared to modern mechanics, but once you get the hang of subtracting AC from THAC0, it’s pretty straightforward.

Let me know if you want a deeper breakdown!
 

I missed some stuff coz I wasn't getting notifications, so maybe this has already been addressed. I went to Gemini AI and and wrote "give me information on the D&D5e cleric." Here's what it wrote:
Is this more information than you'd be able to find with a quick google search? I suspect google can direct you to pirated copies of the book and profit off the ads in the meantime.
 


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