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Monday, June 4, 2012
Equally interesting is what the 1981 B/X rules do for demihumans. First, they pare down OD&D's post-Greyhawk options for demihumans to a single racial class. However, in each case, the racial class has a level limit much higher than the limits found in OD&D (or even AD&D in most cases). For instance, a dwarf can rise to 12th level in his fighter-inspired racial class, while elves can reach 10th and halflings 8th -- all more than what's generally possible in either OD&D or AD&D. It's only in the matter of thievery that B/X severely curtails the advancement of demihumans compared to other versions of D&D.
I bring all this up because, over the last four years, a lot of virtual ink has been spilled in the old school community about demihuman level limits and their supposed rightness or wrongness. I used to be of the opinion that level limits were worth defending on two main grounds, one historical and one philosophical. The historical is that all versions of the game prior to 2000 included them, so, therefore, they're part of the game's heritage. The philosophical is, I admit, an ex post facto justification that it subtly discourages the play of non-humans and thereby keeps the game humanocentric, as Gygax intended.
I'm no longer convinced that the philosophical justification holds much water, particularly in light of the fact that every version of the game after 1974 has continually upped the level limits on demihumans across the board. Likewise, if one really wishes to limit the number of demihumans in a campaign, there are simpler ways to do so, such as making them NPC-only or requiring, as some old school RPGs did, a roll on a random table to see if one can play a demihuman, with the table weighted heavily in favor of humans.
The historical argument holds more weight for me, though not as much as it once did, in light of the continual increase in the level limits over the years. More importantly, as a practical matter, I'm not sure the level limits really matter. In my OD&D-flavored Labyrinth Lord (which closely follows B/X) campaign, the lowest level limit for non-humans is 8 for goblins (since they're modeled on halflings) and, after more than two years of play, no character has yet reached level 8. My recollection of the good ol' days is that it was uncommon, even when we played nearly daily, for PCs to get much higher than 9th or 10th level, meaning that neither dwarves nor elves would feel the bite of level limits, generally speaking.
I get the desire to want to limit demihumans in some way compared to humans; I really do. However, recent experience has taught me that it's, ultimately, not a big enough deal to worry about unless one's intention is simply to play the game as originally conceived without alteration. Otherwise, I have come to see level limits as a distinction without a difference -- a way to rein in demihuman "power" without actually doing so in a way that matters for the vast majority of D&D campaigns.
So, if it makes everyone who hates level limits happier to know they've won me over, enjoy. I am defeated and recant of my past errors. You ascending AC heretics, on the other hand, I'm still at war with you.
53 comments:
- joe whiteJune 4, 2012 at 10:55 AM
I've always kept demihuman level limits "soft" meaning that advancement just drastically slows once they reach the limit. Otherwise, the only reasons one would play a human are hopelessly average stats, dual classing, and aesthetics.
Demihumans start the game with a bag of free abilities and live effectively forever as opposed to humans who are lucky to squeeze out 70 years. Eventually, your human will have to retire, so will your elf or dwarf, but it'll be with your human's great grand children.
Also, death to the non-believers who worship at the feet of ascending AC! - xdpaulJune 4, 2012 at 11:04 AM
DCC rpg takes a novel approach to this that I like in theory (just got my copy, so won't be playing it for a little while):
Random generation of race. The vast majority of potential "occupations" are humans, with a smaller proportion being divided among Dwarves, Elves and Halflings. Also, their racial characteristics are such that, generally speaking, any demi-human adventuring with a human party is either a spy or an outcast. Furthermore, this background can (very simply) affect everything from the PCs alignment to his duration as a party member.
Also, surviving to 5th level, allegedly should be quite difficult.
In other words, the level ceiling will be found very naturally at 0 Hit Points before it ever reaches one borne of a synthesized game mechanic. "
it was uncommon, even when we played nearly daily, for PCs to get much higher than 9th or 10th level, meaning that neither dwarves nor elves would feel the bite of level limits, generally speaking."
I experienced (and am currently experiencing) the same thing -- demihuman level caps may be wrong philosophically but rarely mean anything practically.
And I'm totally with you on the Ascending AC thing. Descending AC forever!- James SmithJune 4, 2012 at 11:06 AM
I've never applied the limits to single classed PC's.
ReplyDelete - Gianni VaccaJune 4, 2012 at 11:07 AM
I've always thought of racial level limits as being absurd. If the GM wants less demihuman in his games, he merely has to introduce racism, bigotry, etc. to discourage play of demihuman PCs -- or random tables at character generation.
ReplyDelete - Josh GraboffJune 4, 2012 at 11:27 AM
I go with Joe on this one. Soft level limits still impose penalties (in most cases rather drastic ones if you go with 2x or 3x experience to advance) while allowing for powerful NPCs to exist without "breaking the rules" so to say.
I think the philosophy of level limits still holds water; it isn't to prevent more demihumans from existing, but rather to prevent a 400 year old elf from advancing to level 80 or to prevent a 150 year-old dwarf from advancing to level 40. I think race-as-class is a much better way to encourage the playing of human PCs. If you want to have the potential of being the best wizard possible, you need to play a magic-user. All the demihumans classes involve some degree of compromise between class archetypes.
Also, I have found strict 3d6 in order to be practically speaking humanocentric, because many players choose class based on prime requisite. For example, high strength naturally leads to playing a fighter (most of the time).Also, I love level-limits, but more as method of keeping the power level manageable (that is, level limits for humans too). This is really the E6 approach, though applied more generally. For example, using B/X as a complete game (max human level would be 14), or like ACKS (which also has level limits for every class).
ReplyDelete- SlerotinJune 4, 2012 at 11:51 AM
I'm neutral on the whole matter since I can see support for both sides.
Since PC's are supposed to be special in some way, you don't really need level limits to keep the demi-human "Methuselahs" from reaching 100th level. Normal demi-humans can't reach any level to begin with. If I recall correctly, normal humans, dwarves, and halflings are all 0-level and normal elves are 1st level (source Monster Manual or DMG?). PCs have the ability to gain levels (that's what makes them PCs). NPCs also have the ability to "gain levels" but since the DM constructs NPCs, they can be limited to whatever level desired. If you want a 100th level elf NPC, make one, otherwise, DMs can keep it reasonable. If a player wants to role play an elf for hundreds of game years to reach 100th level, let him try. I got a character to 11th level once in AD&D and it took me from 1986 to 1992. So it should take someone fifty or sixty years of playing every week to get to 100th level right? My point is this: you really only have to worry about PCs gaining levels and real-world constraints on game play will give you your level limits outright, even for humans. So, level limits are not needed.
However, if you take the Silver Age "realism" tack, then I guess you would have to have level limits, otherwise it wouldn't make sense for a five hundred year old elf to only be an 11th level wizard. Hell, my human wizard (above) reached 11th level in about five or six game years (which happened to correspond to five or six real years of play). Level limits would then make sense if you approach your campaign from this point of view. You would need to have some reason, some internally consistent justification as to why centuries-old game-world inhabitants don't have astronomical levels. So, level limits are needed.
Take your pick. And I'm sure there are other arguments for either side. - Aaron DayJune 4, 2012 at 11:59 AM
I've actually turned the other way on this. I always ignored level limits (not that it comes up often) but now I'm leaning towards liking them. Not from the perspective of discouraging players from playing them, but in the sense of world building and limiting high level NPCs throughout the world. For example, the highest level character in a hobbit town will be 8th. Same with goblins whereas the toughest orc might be 12th level (haven't decided). In any event, limiting non-humans is a way to set the reality of the game world in a way that will discourage power creep. It still is humanocentric in a way but it allows a 13th level human fighter to know he's better than any dwarf. At least any normal dwarf.
I know I'm not explaining this well, I need to sit down and collate my thoughts. I went around in circles on this and have wound up limiting everyone, humans included, to 8th level - and I may go lower. Name level still exists, there's just no normal progressive mechanical way to get there. Which means that everyone who has got there has "cheated" somehow; broken the rules of the world, embarked on a path away from the Normal.
ReplyDeleteThird edition made the game humanocentric by making humans the strongest race by far--an extra feat at 1st level trumps anything the demihumans get. Powergaming perhaps, but I can't deny its effectiveness. In 10 years of DM'ing I've only had maybe a half-dozen demihuman PCs.
But I've never bought the idea that demihumans would take over the world without forced level limits. With their comparatively short lives, humans would be much more driven to take up PC classes in order to get rich or die trying. Demihumans have time on their side, so they would be more content to work steady, non-deadly jobs. The rare PC-classed demihuman is probably on some personal quest, and will retire from adventuring when it is complete (assuming he doesn't die in the attempt).- Frank FilzJune 4, 2012 at 12:37 PM
I like some of what level limits do towards encouraging the different races to different classes. On the other hand, there are better ways to encourage more humans and encourage non-humans to take certain classes.
The biggest issue I have seen is making humans less desirable, or only desirable for certain classes. With AD&D, we almost never saw human thieves. We also saw a lot of elves and half-elves.
When I recently ran a retro high-mortality campaign, we actually saw players start to prefer elves. Because if your PC never made it to 2nd level, and elf who could both cast and fight was a superior character. That's a problem...
I love how Burning Wheel has really encouraged most of the PCs in our play to be human. In the campaigns we have run over time, we have had one dwarf, one elf, and one roden PC out of 11 or 12 PCs. Some folks have run specifically non-human campaigns, but in a general campaign, the flexibility of humans is truly appreciated.
Frank I've always been of the opinion that level limits and multiclassing are joined at the hip, and one counterbalances the other. If you have uniquely demihuman multiclassing, then the level limits balance the advantage of multiclassing. This concept of balancing an advantage that occurs mostly at low levels with a disadvantage that occurs mostly at high levels is fundamentally so quirky that, paradoxically, it becomes such a strong flavor element of the game system that I'm reluctant to abandon it! The same thing applies for the uneven power ratio between melee and caster characters.
I think this can be defended at the level of introducing narrative drama into party dynamics. At low levels, the mage is weak and helpless, and relies on the fighter for protection. At high levels, the fighter becomes the beneficiary of having a powerful mage friend. This idea that characters are never universally "the strongest" sends a message that the game isn't about min-max or balance, but about cooperative play. Sometimes a group has a Gandalf and a Pippin, and it's still fun to be Pippin. (Maybe more fun!) But today no one ever wants to be a Pippin, since the game is about power scaling rather than interparty dynamics.
The fact that this mechanic has been mostly abandoned by the community (even some of the retro die-hards) is an indication of how the game has shifted away from occupying niches in large-group cooperative play, and towards single-character optimization. I think it's a shame, because there are lots of good fantasy novels (and comic books, and genre movies, etc.) in which characters of differing power need to cooperate, and now all RPGs are incapable of ever reproducing group dynamics that work like that.- Nagora NeridesJune 4, 2012 at 12:57 PM
Perhaps a better way is would be to trade it off at character generation - if you single-class then there's no limit; if you multi-class then there are limits.
On the other hand, the IDEA that humans dominate because their "special power" is unlimited advancement is a very powerful one for me and I think it's a pretty cool way of handling the matter without actually impinging on players' fun in any practical way.
Even if the demi-human does hit a cap, most DMs will allow them to find ways around it, creating plot hooks for the player to follow up and thereby spurring the game on.
So, in all, level limits have no downside in my mind. - joe whiteJune 4, 2012 at 1:21 PM
I've only had one player in my game ever hit a level cap, a level 8 gnome priest. His player was pretty bummed.
It would stand to follow that any other gnome priests in the world would also top out at level 8, and only those who were in someway involved in actively gaining experience would ever get that far. I reminded the player of this and noted that his character must be among the most powerful gnome priests ever to say a prayer and was by all means, a living legend and one of the most favored devotees of his god.
This was reflected in game by the priest having access to special once-a-day powers, and the occasional vision.
I think there is a reason for every rule and so it is important to use those rules as instruments, not straightjackets. Try to figure out why a rule is there, then how it applies to your game, then what that means for your campaign. Isn't DMing fun? My theory is that level limits are the way D&D models demi-humans being small and weak.
People talk about them being overpowered relative to humans. Think about that; they're half human size! A PC gnome slapped around a paladin of mine during an outbreak of PVP and it just seemed... wrong. Those minor stat adjustments (plus one here, minus one there) aren't enough impact on the rules.
I think the level cap at 4th is realistic for a halfling. I don't expect any of them to become badass at anything, ever.
An alternative way to model the suckyness of the halfling I've been considering: only rolling 2d6 for STR instead of 3, nerfing their movement rates and carrying capacity. Harsh for a PC, but accurate I think for what halflings are supposed to be.- Will MistrettaJune 4, 2012 at 3:55 PM
My recollection of the good ol' days is that it was uncommon, even when
we played nearly daily, for PCs to get much higher than 9th or 10th
level, meaning that neither dwarves nor elves would feel the bite of
level limits, generally speaking."
You're thinking of it strictly in terms of how these rules affect player characters directly. Common mistake.
It's really more about how these rules influence world design. They "balance" humans and demihumans on the level of *settings*, not parties. - Derrick ReevesJune 4, 2012 at 5:11 PM
I think this is on the right track, but probably doesn't go far enough. Before name level, +10% experience means that humans (sometimes) level up one session earlier. After name level, it means that humans gain eleven levels to the demi-human's ten.
ReplyDelete - Derrick ReevesJune 4, 2012 at 5:22 PM
Note that Unearthed Arcana also introduced the human-only character creation method (pick class first, then roll a bucket of dice to ensure that you make the cut). This suggests that Gary was still working from the same philosophical position, but realised that level limits were not doing the job.
ReplyDelete - HawkmansdaddyJune 4, 2012 at 6:04 PM
The 'Longevity' argument is such crap. Sure, ok, Dwarves and Elves potentially live centuries, but only if they don't get killed while on some damn fool 'get rich quick' scheme (y'know, like the typical 'adventure').
Also, a Halfling that can 'fight as four men' (or more as level limit increases) is pretty damn impressive .
My 'rationalization' is that level limits reflect Ambition. If you can expect a short, brutal life, then you are more likely to take great risks to 'get yours' while you can. - SirironfaceJune 4, 2012 at 6:36 PM
Sure, you Elf or Dwarf may have a better chance of living centuries longer then their human counterparts, but those statistics are drastically shorten when danger comess into play. If a PC is trudging off into a monster infested wilderness or dungeon delving their chances of survival are no different if they can live to 70 years or 700.
ReplyDelete - AelfricJune 4, 2012 at 6:41 PM
Remember dual-classed humans from AD&D? Did anyone ever actually use those rules?
ReplyDeleteRepliesHeck NO! I still dont use them in AD&D.
I stick with demihuman level limits. I use demihumans as races that dont really want anything to do with those foolish humans anyway.
I let the humans dual class with no penalty. (provided they pay gp, spend time and find a teacher!)
After that I judge how they play and divide their xp accordingly between the two classes.
- Captain VargrJune 4, 2012 at 11:49 PM
I have IMHO the perfect solution for the level-limit issue of demihumans.
Do away with level-limits, demihumans can play whatever class they want if it fits the zeitgest of the setting and their ability scores qualify.
But remove any and all racial abilities and modifiers. No ability scores pluses or minuses, no inherent skills, no perception bonuses or infravision, no increases to attack scores with specific weapons, no extra free languages, no modifiers to saving throws or racial saving throw tables, no immunities, no racial classes. Nada, zip, zilch, zero.
The only thing that defines a demihuman is greater longevity (irrelevant unless generations of time pass during your campaign), a racial language, physical appearance, size and the attitudes of outsiders towards them. - hubbell_bruceJune 5, 2012 at 12:26 AM
Most of my players were human. Non human PCs tended to advance just under the cap as it rose with different supplements / editions. I always thought if they really wanted to limit non human PCs they should have penalized them in experience and slowed their advance. I considered a system with Elves getting 10% of normal xp (dwarves 20% etc.) effectively slowing their progression to about the same as a human of the same effective racial age range. The humans progressed faster because they were more driven / had less time. demihumans progressed more slowly reflecting their lack of drive and slower development. Never implemented it because level caps weren't being reached and my one (at the time) elf player would have had a cow :)
ReplyDelete The place where I find that level caps make a big, flavorful difference are cases where parties are being generated at a high level -- e.g., one-shot tournaments, such as my recent G1-3 games. If the nominal level is above the caps then you get your world-breaking parties made of all humans; excepting certain demi-human thief combos.
ReplyDelete- VagvafJune 5, 2012 at 3:08 AM
I would accept class level restrictions in non-human races as long as the latter had some sort of race level advancement indifferent to class. For instance, dwarves could regenerate, walk through stone, speak with earth etc etc. Elves could "return from the dead" freely, speak with plants and animals, scry with their spirit etc.
This could be gained as class level increases or as soon as the class limit was reached. This way the non-human races would have something magical and mysterious surrounding them, sacrificing the crazy will for constant progression (as human have) but still remain competent. - SlerotinJune 5, 2012 at 9:53 AM
And you could role play their affinities, likes, dislikes, and aptitudes. Elves would tend to take longsword proficiency, dwarves would take appropriate secondary skills, etc. Extra languages would be based on Intelligence only (just like humans).
Or you could keep some bonuses, but apply penalties of equal magnitude in other (useful) areas. - The_Shadow_KnowsJune 5, 2012 at 11:03 AM
"My recollection of the good ol' days is that it was uncommon, even when
we played nearly daily, for PCs to get much higher than 9th or 10th
level, meaning that neither dwarves nor elves would feel the bite of
level limits, generally speaking."
This is my recollection as well. My longest 1st edition campaign (2 years played weekly) only saw the PC's around 8th level, and no one had hit their level limit.
Also, my recollection is that virtually no one played a single classed demihuman character, with the occasional exception of dwarf fighters. They were almost always multiclassed, which slows down advancement in each class considerably. When my long campaign ended the human players were around 8th level, but the party leader (a half-elven cleric/ranger) was something like 5th/4th. - The_Shadow_KnowsJune 5, 2012 at 11:06 AM
"I considered a system with Elves getting 10% of normal xp (dwarves 20% etc.)"
Personally I think that's a little harsh. Demihumans would effectively never gain levels in most campaigns. - The_Shadow_KnowsJune 5, 2012 at 11:07 AM
I never saw it happen in 10 years of running 1st edition.
ReplyDelete - The_Shadow_KnowsJune 5, 2012 at 3:40 PM
I agree. I have no problem with level limits (especially since they rarely matter anyway in practice).
ReplyDelete - The_Shadow_KnowsJune 5, 2012 at 3:41 PM
Good post. This is exactly why I play Old School.
ReplyDelete - Marshall MahurinJune 5, 2012 at 6:40 PM
"You ascending AC heretics, on the other hand, I'm still at war with you."
As I prepare to run a Chainmail game at North Texas RPG Con, I am reminded that ascending AC is the original method in the man-to-man combat tables. The AC is unnumbered on the melee chart but is numbered ascending on the ranged chart. Just saying ;-) - Marshall MahurinJune 5, 2012 at 6:40 PM
"You ascending AC heretics, on the other hand, I'm still at war with you."
As I prepare to run a Chainmail game at North Texas RPG Con, I am reminded that ascending AC is the original method in the man-to-man combat tables. The AC is unnumbered on the melee chart but is numbered ascending on the ranged chart. Just saying ;-) - Captain VargrJune 6, 2012 at 3:12 AM
Precisely Slerotin. I for one like Dwarves but it has nothing to do with their inherent magic resistance or ability to find stone traps. I simply enjoy the concept of the race.
And I've been of the opinion Elves would not be as popular or have so many variant races if it wasn't for the ubber-bennies associated with them.
I also never understood the concept behind multi-classing for demihumans only. I get that longer-lived beings could take time to specialize on different areas, but demihuman PCs are all the equivalent of young adults for their race, and Half-Orcs are just shaggy ugly humans in that sense. Are their universities that good? - Captain VargrJune 6, 2012 at 3:14 AM
I've read those. Funny thing is even with "buckets of dice" there's a good chance you can't qualify for some classes while using their entry.
ReplyDelete - Captain VargrJune 6, 2012 at 3:22 AM
I think the whole ascending/descending AC issue is a false one, at least it seems like that for the way folks talk about.
It does not have to do with which system is "better" because they attempt different things. Its apples and oranges, both fruits but different flavor.
Descending AC is supposed to be used with attack tables. The ACs could very well be letters A,B,C,D, etc and it would work exactly the same.
Ascending AC needs on-the-spot math in addition to rolling dice but does away with tables.
Yes, ascending AC does tend to inflate the range values overtime because that is the way human brains are built: More = Good! - Captain Rufus LandaleJune 6, 2012 at 5:38 AM
Sorry man. Ascending AC should have been the rule since Greyhawk came out. Descending AC never made sense.
But nice to see you joined the sane people on Demihuman limits. :P - The_Shadow_KnowsJune 6, 2012 at 10:47 AM
"Descending AC never made sense."
Players had no problem understanding it for over twenty years. Saying it "never made sense" is a little bit ludicrous, don't you think?
Personally I think it makes no real difference which way you run the AC numbers (except that ascending AC may encourage "AC inflation"), but either way it's an abstract number and it's a bit silly to pretend that one way or the other is more "natural". To me, the fact that it psychologically encourages AC inflation is a real difference, and a particularly pernicious one, because on the surface it does seem to be easier to use ascending AC.
This is a common mistake that strongly analytical people make: that because something is mathematically equivalent it is also equivalent in practice, and this is not true.
Personally, my favorite AC system is descending with strict lower bound of 0. It's also easier to implement weapon versus AC rules when there is a very limited set of armor classes, and each of those things have game world meaning rather than being an abstract difficulty rating. That being said, in a hierarchy of things important to me in D&D, optimal AC rules are way down the list.- Steve SmithJune 6, 2012 at 10:29 PM
"Otherwise, I have come to see level limits as a distinction without a difference -- a way to rein in demihuman "power" without actually doing so in a way that matters for the vast majority ofD&D campaigns"
If it really makes no difference, than why the gnashing of teeth by those who've wanted to primarily play demi-humans since AD&D was published? It does make a difference - people don't like the idea that their character will top out before someone else's. That is, apparently, huge for many. Which makes the de facto tissue-paper strength of the mechanic, given the average length of a campaign, really quite ingenious.
You would think that those who love playing demi-humans would allow their eyes to get slightly wide when the realization sinks in, and then shush their like-minded (but less enlightened) fellows. But instead, many choose to play a limitless human, even in short campaigns. Or, complain about the perceived handicapping of their character choice.
Going to show that the mechanic works quite well, actually, in its intended purpose.
It will always be in place at my table. I remember hitting the level cap on a Cleric/Ranger back in the day.
But I understand why he had them, otherwise why are humans so dominant, if all the other races live longer (much, much longer in the case of elves).
And I think it did help differentiate the other races in terms of play - you could be a demi-human and be more versatile, or a human and be a specialist.- Brett SlocumJune 7, 2012 at 10:15 AM
"you could be a demi-human and be more versatile, or a human and be a specialist"
This goes against the very concept of humans and demi-humans. Dwarves are predisposed to be fighters, because of their abilities. Elves are predisposed to be magic users, because of their abilities. So, demi-humans are naturally more likely to specialize. Humans have no inherent advantage in any class, so they would naturally be generalists and more versatile. Just ask Lazarus Long.
But wait, the rules go against these natural tendencies in order to push players into playing humans. That says to me that the rule is purely there for social engineering of players, not to represent the setting or the races or anything in the game. In essence, the race limits exist outside of the game in the world of the players. - Nathan IrvingJune 7, 2012 at 3:37 PM
I've never been fond of using a "stick" to get players to do something, and level limits are a big stick. Do this, and you get punished. I've also found them logically nonsensical - a halfling thief can advance to 4th level without a problem, but cannot make it to 5th level regardless of his experience? If demihumans take more time to learn something because of their longer lives, then require more XP at all stages, and not just +10% or something minor.
Ironically, 3e-style multiclassing allows level limits to work a lot better. - Pistol PeteAugust 26, 2012 at 2:07 AM
Since I mostly played 2nd ed (with 1st ed influences), I remember when everybody wanted to play elves and half-elves because they had the best racial bonuses (infravision was incredibly useful).
Other demi-humans were also popular, to the extent that humans were rare because they provided no in-game benefit.
Level limits were intended to offset the huge demi-human advantages, but it was a really poor mechanism to do so. In low level campaigns, nobody was likely to hit the level limit anyway, and in higher level campaigns the level limits were just ignored.
I think the better solution would have been to assign penalties to offset the special abilities of the demi-humans.
The shorter demi-humans do have some drawbacks (limited weapon and class selections, for example), but not enough to make humans attractive. Elves, in particular, have almost no drawbacks.
One of the things I'm doing with my homegrown campaign (based on 1st & 2nd ed AD&D) is getting rid of demi-humans completely as a player character option.
Part of this is because I'm sick to death of elves. And part of it is because I don't want to play Tolkien inspired races (there are no elves, dwarves, halflings, or orcs in my campaign). And I got rid of gnomes because Dragonlance ruined them forever.
Getting rid of playable demi-humans eliminates the hassle of trying to make humans more attractive, but it also eliminates the eleventy billion PC races in the 3rd and 4th editions that dilluted the games identity.
But most of all, I want the game to feel fresh and new again, and I want the fantastic elements to be rare and unusual, so that they actually stand out against the background. Because when everything is amazing, you just get burned out and jaded.
I'm tired of having players memorise the monster books and thinking that they know everything. I've shitcanned almost everything in the monster manuals, and changed the rest, because I don't want the Players to be able to expect ANYTHING.
By taking away the crutch of player knowledge, I've made the game much more surprising and unpredictable for the players. Even if they think they know what they're up against, they can never be sure of it.
But stripping away all of the bloat also allows me to put more emphasis on the human cultures of the world... something that's usually lost in D&D amidst the glut of demihumans that are found in most campaigns.


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Scientology Volunteer Ministers are unlike any organisation I have seen. The dedication is unlike any other. —City Official, Los Angeles, California, U.S.
Not only did you personally help people to recover and release pain and emotional upset, but your volunteers also provided something lasting to our people—you trained us in your techniques so that we can continue to help ourselves. —Provincial Governor, Philippines
The members of this body commend the Scientology Volunteer Ministers Corps on its traditions and history of service to others and extend their utmost respect and thanks for the Volunteer Ministers' altruistic service to the people of Haiti. —Georgia State Senate Resolution, U.S.
The presence of the Volunteer Ministers not only improved the conditions of the people but also the conditions of the actual structures in the village. The road started being worked on, creating actual roads for the first time in the history of the village. —Village Councillor, Botswana
You all were the cavalry. It was like waggon trains being surrounded by the Indians with no hope. Then you hear that horn from the cavalry and you guys came in. Then all of our despair disappeared because of your presence, your actions, your smiles. —D/Chief Commander Field Operations, New Orleans, Louisiana, U.S.
Your help made us strong during that dreadful time and your assistance was a great inspiration when we needed it most. What you did in those days will forever remain in the minds of those of us who worked beside you and those survivors who you helped. —Asst. Director of Thai Military Attaché, Bureau of Intelligence, Supreme Command, Thailand
The Scientology Volunteer Ministers have helped the people of Samoa using Mr. Hubbard's philosophies through the Disaster Response Training programme, amongst others. The people of Samoa now have the tools to assist them with natural disasters as well as to improve social, economic and educational situations in the greater community. —Head of Training, Director of Internal Affairs, Independent State of Samoa
They give that human touch wherever it's needed, whenever it's needed. And that in itself is a powerful testimony to their work and the work of L. Ron Hubbard. —Police Association Executive, London, England
When you know that you can call upon somebody and that all you have to do is make one phone call and it'll happen, it means a lot. —Sergeant, Sheriff's Department, California, U.S.
Whether physical, whether mental, any operational problem people had, they had a solution. —Company Executive, India
I can say without a doubt that I have seen a positive change in each participant in the workshops and those I spoke with one-on-one… We gave these workshops to government ministries and departments, schools, community leaders, sports teams, prisons, youth groups and various churches as well. —Chief Minister, Jesus Ministry Volunteer Church, Kingdom of Tonga
The UN Association of Haiti recognises the Church of Scientology Volunteer Ministers for their arrival, bravery and effectiveness in providing help to the people of Haiti in the wake of the earthquake of January 10, 2010. —Secretary General, United Nations Association, Haiti
A Volunteer Minister is a yellow shirt 24/7 that always cares. They're ready, willing and able to help at any time, and they do. —President, Youth Leadership Group, Canada
There was no other person, no other institution who walked in. The first to walk in was the Scientology volunteer team. And they came with a purpose, in good faith for our people. I especially thank the volunteer organisation for giving this courage. —Mayor of Galle, Sri Lanka
I saw the Church of Scientology Volunteer Ministers conducting extensive community help, and I thank them for this. Your work demonstrates that "something can be done about it" and you are doing a marvellous job. —Former Owner, Harrods, London, England
These angels just appeared in the middle of chaos without any fanfare and just presented themselves to myself and said, "We're here to help." —Coordinator, Disaster Response, Christchurch, New Zealand
We never saw people working with the programme like the Volunteer Ministers. Not as organised or with all the resources as the people in the Scientology Church. —President, Los Topos International Rescue Team, Mexico
There are a lot of people living in Haiti right now who would not be alive had they not been touched by some member of your Church. —Chairman, Haiti Relief Committee, Haiti
We wish to offer our sincere appreciation for the support afforded by the Scientology Volunteer Ministers during the New South Wales bush fire crisis. This bush fire was one of the largest and most difficult to combat. Because of your support, the Country Fire Service was able to maintain an effective fire fighting force. —Chief Officer and Chief Executive Officer, Country Fire Service, New South Wales, Australia
People just needed to talk. And I have yet to see a Scientology volunteer walk away from someone who wanted to talk. That's invaluable. You can't replace that with any programme. —Mass Care In-Charge, Emergency Operations Centre, Louisiana, U.S.


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text:
The sb format is used by most STMP chips to load the firmware. The format is different for different generations of chips. This page describes the sb format used by STMP 36xx and 37xx. It is used for example by Fuze+ (SansaFuzePlus). One can produce such a file using the elftosb2 program which can be found at Lyre project svn. The Rockbox svn also contains an open source implementation of elftosb2 (see /utils/sbtools/). The sbtoelf utility which can be found in the Rockbox svn (next to elftosb) is able to decrypt and extract data from a .sb file, and can repack the code in several ELF files.
Format of the sb file.
Everything is coded as little endian, even strings, except the "STMP" file magic.
Update: as of june or july, Freescale put the source code of their elftosb2 tool on their website along with some documentation of the file format. It can be found in the download section of the imx233.
Global file formatThe .sb file consists of several blocks as show below
File header
Chunk headerChunk headers start at offset 0x60. Each chunk header is 16 bytes long and has the following structure. There are two types of chunks: boot sections and data sections.
Encryption dataThe elftosb2 program uses AES-128 in CBC mode. Internally, all important data is encrypted using a random key that will denote PK. This random key PK is written in an encrypted form in the sb file using the keys specified to the elftosb2 program. At this place of the file, the elftosb2 program outputs one 32 bytes value per key:
Final signatureThe final signature is a 32-bytes block. When decrypted using PK, it consists of the SHA-1 of the whole file (ie the encrypted file) except the last 32-bytes (of course); since the SHA-1 is 20-bytes long, it is padded with random data.
Chunk bodiesIn the fuze+ firmware file, the following chunks were found:
Boot section formatA boot section consist of a list of instruction. Each instruction starts with a 4-byte header with indicates what type of instruction it is. All values are in little-endian. All instruction are of size 16-bytes even, unused bytes are set to zero.
Nop instructionThe nop instruction terminates the boot section (it seems), it only consists of the header with opcode 0.
Tag instructionThe tag instruction has the opcode 1. It is probably used by the bootloader instead of chunk table. It precedes each section and contains it identifier, length and flags.
Load instructionThe load instruction has the opcode 2 and is of variable size. It starts with a 16-byte header followed by some data. The header indicates the size of the data, the address at which to load it and include a CRC checksum.
Fill instructionThe fill instruction has the opcode 3 and is of fixed size (16-bytes). The instruction indicates the size of memory range to fill, the starting address and the pattern.
Jump instructionThe jump instruction is the same as the call instruction (except for the semantics of course) and has opcode 4.Call instructionThe call instruction has opcode and has a calling address as well as a argument for the function.
Mode instructionThe mode instruction has opcode 6 . It is used to change the booting mode. The boot mode value matches the one in the datasheet. That one, the device can start booting from, say, i2c and then the i2c uses a mode command to boot from another device.
Encryption notesSee Block ciphers on wikipedia for more information on CBC mode. See CBC-MAC on wikipedia for more information on CBC-MAC. When nothing is said, it means the IV (Initialisation Vector) is taken to be 0.Canonical sectionsFirmware produced using the Freescale (or Sigmatel SDK) will usually have a number of canonical sections, it is useful to know there meaning.Boot sectionThe boot section comes first. It usually consists in several chunks which can be split in two groups:
Play and Host sectionsThe play and host sections usually come after and handle the two most important features of the firmware:
Virtual Memory sectionsSome firmware use virtual memory sections which comes as data sections in the sb file. They have different possible names but always follow the same scheme:
r19 - 02 Apr 2021 - 20:46:07 - UnknownUser
Copyright © by the contributing authors.


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Sports vision testing helps athletes determine how well their eyes perform. These tests go beyond standard eye tests that only evaluate the ability to see letters and objects clearly on a standard eye chart. Sports vision testing takes eyesight evaluation one step further, which is vital to overall athletic training as well as specifically enhancing visual function.
While sports vision testing can vary greatly depending on an athlete's specific needs, in general, sports vision testing can be beneficial for assessing athletic abilities associated with hand-eye coordination, eye tracking, and depth perception. If you are a local athlete looking to improve your performance, Jessup can help.
Sports Vision Training Enhances Athletic Performance
Our Nashville optometrist offers several different vision tests for assessing athletic performance and capabilities. The first test is the classic Snellen Eye Chart. Patients are asked to read lettering on a standard eye chart that is placed 20 feet away. You must identify the letters along the lines of increasingly smaller sizes until the letters can no longer be identified. Usually the 20/20 line is the fourth from the bottom; if you can correctly read this line, you have 20/20 vision. If you can read the smallest line, then you have 20/15 vision. This basic eye test is very important for identifying an athlete's visual acuity.
While correcting visual acuity can seem like an obvious step, some athletes are unaware that they suffer from an undetected refractive error. Refractive errors are any number of different size and shape abnormalities that affect the eye's ability to focus light on the retina, affecting vision. Depending on your athletic goals, you may wish to undergo a vision correction procedure like LASIK, which could eliminate the need for glasses and contacts.
Contrast sensitivity is also important for athletic performance. During a contrast sensitivity test, you will be asked to identify the orientation of parallel gray stripes against backgrounds of various colors. The backgrounds gradually begin to match the shades of the stripes. Low contrast sensitivity, especially in low-light conditions, will make it more difficult to track objects. A variety of solutions can be effective for addressing contrast sensitivity concerns. These solutions include wearing eyeglasses with a special lens tint to increase visibility, depending on your vision needs.
Ocular alignment tests, like the Hirschberg test, evaluate how well both eyes work together. Alignment problems are detected by analyzing specific points on the cornea where reflections occur. Jessup also recommends eye dominance tests. Dominance is determined by focusing on an object as it moves closer; when one eye diverges or loses focus, this means that the other eye is dominant. If one eye loses focus too soon, you may be suffering from binocularity, a condition where both eyes struggle to work together to manage depth perception and visual coordination.
Athletic performance is not only enhanced in the gym; it also requires excellent visual processing speed and hand-eye coordination. Contact our local optometrist to learn more about the benefits of sports vision training and to schedule your sports vision test today.


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What's Involved in Installing a Home Backup Generator?
Installing a home backup generator is an exciting time. Apcom Electric & Power Systems will prepare the installation site outside your home, place the generator, run the natural gas or LP fuel line, install the transfer switch, and make all of the necessary electrical connections. And we will make sure that your backup generator runs properly, and is ready for its first power outage.


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Estimated Arrival
Jul-25: Order Placed
After you place your order, We will take 7-10 days to prepare it for shipment.
Aug-01 - Aug-04 : Order Ships
When your package ships, you will receive an email notification and your package tracking code
Aug-09 - Aug-14 : Delivered!
Estimated to arrive at your doorstep Aug-09 - Aug-14
Nike black white premium outfit luxury brand t-shirt for men women - cc-ts3d-259218
Product Information:
Size chart:
Time of production: 5-7 business days.
How do you ship?
Usually there are 2 main shipping methods we use:
How long will it take to receive my order?
How will I know my order has been shipped?
What are my shipping cost options?
We use flat shipping rate of:
Late Deliveries
Our shipping partners will try their best to ensure you receive your order on time, however occasional delays do occur. CAP Clothes -Luxury Fashion Store cannot be held responsible for delays caused by unforeseen or uncontrollable events such as:
Missing Item Policy
Powered by Lencam


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Color: Neon
Fabric: 100% Cotton
Fabric Care Instructions:
Wash before use.
Machine wash cold with like colors.
Use only non-chlorine bleach when needed. Tumble dry medium.
Warm iron if needed.
Do not iron decoration.
Each product on the Maya's Closet website is a representation of the actual product. We attempt to display product images as accurately as possible. However, due to lighting and different devices you might be using, the color in the image may vary slightly from the actual color of the product.
Baby clothes and accessories available in Pakistan at your doorstep through cash on delivery/bank transfer via mayascloset.pk.


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Sample Women Size Guide
Measuring Tips to Assure The Best Fit
A. Bust
Measure around the bust
B. Waist
Measure around the waist
C. Hips
Measure around the hips
D. Length of the Dress
Measure from top shoulder to the hem that you expect
E. Shoulder
Measure width oh the shoulder
F. V-Neck/Neckline
Measure from top shoulder go down to the neckline that you expect
G. Torso
Measure from top shoulder to the smallest part on the waist from front and from the back
H. Length of Sleeve
Measure from top arm to the end sleeve that you expect
Premier Designer And Contemporary Apparel Sizing
UK Size | Bust | Waist | Hips |
2 | 33.1 | 25.9 | 35 |
4 | 34.6 | 27.6 | 36.6 |
6 | 36.2 | 29 | 38.2 |
8 | 37.8 | 30.7 | 39.7 |
10 | 39.4 | 32.3 | 41.3 |
12 | 40.9 | 33.8 | 42.9 |
14 | 42.5 | 35.4 | 44.5 |
16 | 44 | 37 | 46 |
18 | 45.6 | 38.5 | 47.6 |
20 | 47.2 | 40.1 | 49.2 |
Maxi Slip Dress Cowl Neck in Champagne
Slip Dress Cowl Neck
Length of the dress: 150 cm (Buyers are able to request for custom length)
Color available: all color based on color swatch.
How to wear the dress
You can wear the dress directly, there is invisible zipper on the side.
Fabric and Care
Satin Fabrics, 100% satin
Washing machine and hand.
Use the delicate cycle and delicate laundry soap.
Always use cold water.
To maintain the shine of satin fabric, protect from direct sunlight.
When you iron the satin, always keep its inner surface out of the way and make sure that the temperature of the iron is between 100 to 140 degrees.
Avoiding squeezing the satin fabric after wash because it reduces its original shape and size.
We provide standardized measurements in UK, US, EU, AU sizes, you will find the details of our UK sizes on each of the last picture. Please choose according to your own size, or contact us to order according to the size that best fits your requirements. Also, we accept the custom size order.
Delivery time worldwide is 4 until 12 working days, Shipping by DHL with the tracking number.
Return and Refund Policy
We accept return and refund for wrong item and defect only, buyer responsible to ship back the item to get refund. Buyer must return back item within 7 days. We can't accept return for custom order, because the item specially made for you. We can't accept return for on sale item. Tax and duty are buyer responsibility. We don't provide shipping label.


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Elasticgirl (Incredibles) Funko
All sales are final and cannot be canceled once your order is submitted.
Please review your purchase before submitting your order to ensure billing/shipping, quantities ordered. We are not able to update quantities, add or remove items, or update the shipping address after the order is confirmed.
Collectibles: Funko - If you are attempting to exchange or return a Funko POP! Figure, here are some things you need to know. POP! Figures are mass-produced. As a result, minor variations occur during the manufacturing process. These variations can include slight creases or scuff marks on the packaging. While we wish everyone could receive a pristine box, it isn't always the case. Geeks Outpost Return/Cancel policy states that a box flaw is not considered a true defect as long as the POP! Figure itself is unaffected.
Please review disclosures:
Pre-Orders* - Orders cannot be cancelled after (7) days of order placement/purchase due to our pre-requested quantities. All pre-orders are counted and submitted to fulfill all pre-orders until items are exhausted.
Clearance - All sales are final and cannot be returned or exchanged.
High End Electronics - Can only be returned or exchanged within 7 days of purchase (in-store) and 7 days of receiving item (online).
- Only includes (Puppy Robot, Gravastar, DVDs, Electronics)
Once Customer Service issues you a return label, items must be sent back within 30 days. If you send items more than 30 days after the return label is issued, a 15% restocking fee will be deducted from your refund. Refunds will be issued within two business days after the receipt of goods to the original form of payment.
Geeks Outpost is not responsible for damaged collectibles/items on arrival to the customer. Geeks Outpost has insurance options upon checkout to protect your purchase order in case they arrived damaged. If you choose to opt out of the insurance(We recommend to always purchase insurance). Geeks Outpost will package the collectibles/items the best we can to prevent damage, therefore leaving all liabilities/care under the carrier once it leaves the hands of Geeks Outpost company.
Related Products
From this Collection


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Lidocaine Impurity H manufacturer and supplier
CHEMICALS PVT LTD. situated at Navi Mumbai, India which is in the business of
manufacturing and supplying of Pharmaceutical Impurities, Drug Impurity,
Drug Metabolites, Reference Standard Compound, and APIs.
We have
manufactured of Lidocaine Impurity H
is fully characterized using HPLC, LC-MS, 1H NMR spectra
and COA and is confirmed with RT, RRT and RF.
We also
perform custom synthesis and purification of Lidocaine
Impurity H from mg to gm scale.
Lidocaine Impurity H
We also
perform custom synthesis and purification of
impurity from mg to gm scale, isolation of unknown impurity from drug product
and APIs, structure elucidation as requested by our clients.
From past 5 years we have been
supporting all Domestic markets for Impurities & API in USA, Impurities
& API in Canada and Impurities & API European countries.
Rxn Chemicals can support for
all Impurities which are acceptable to all regulatory agencies in the
world, US-FDA, MHRA, MCC, WHO, Brazil, Japan.
Chemicals is manufacturer and supplier of unknown Impurity of Lidocaine
Impurity H. Which can be used for ANDA filing/DMF filing also in
genotoxic study and pharmacological studies
Please feel free to keep in touch with
us about any of your business related requirements / inquiries. We would
like to offer our service to your company.
We will contact you for further
discussion at a time which is convenient to you.
We look
forward to a wonderful relationship together and success for all concerned.
Write to
us on the firstname.lastname@example.com email id to get discounted quote.
Or visit
us- www.rxnchem.com


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Acceptance of our quotation or the placing of an order shall constitute acceptance of these terms and conditions in their entirety, unless specifically varied in writing by Harmor Printing & Graphics, Inc..
(a) Quotations are based on current costs of materials and services and unless otherwise agreed in writing, are subject to amendment to meet any rise in such costs between the date of quotation and the date of execution, except tat such quotation shall be held firm for 30 days.
(b) When quotations are based on specifications, roughs, layouts, samples, dummies or printed, typewritten or other good copy provided by the client, any extra work or cost caused by any variation by the customer of their original instructions or specifications shall be additionally chargeable.
(c) Upon acceptance by the customer, Harmor Printing & Graphics, Inc.'s written quotation shall be deemed to have interpreted the customer's instructions correctly.
Order processing will begin when the following items are complete:
• Press-ready files are received
• Payment is processed
If requested by the customer, proofs of work will be submitted for the customer's approval prior to printing. No liability is accepted for any errors not corrected by the customer on proofs.
To ensure proper colour matching customer must purchase a press match proof. Customer supplied proofs are not acceptable as they are not calibrated to our presses. Jobs without proofs will be printed following generally recognized industry standards. Because of differences in equipment, processing, proofing substrates, paper, inks, pigments, and other conditions between color proofing and production pressroom operations, a reasonable variation in color between color proofs and completed job shall constitute acceptable delivery. Please note that your monitor's calibration affects what you see on your screen. The colors on the printed products may differ from what you see on your screen. Please keep in mind that while we will try our best to match proofs, Harmor Printing & Graphics, Inc. DOES NOT GUARANTEE COLOR MATCHING.
The delivery schedule comes into effect once a proof is approved. If the client chooses "no proof required", then the delivery schedule comes into effect once the payment is received. Turnaround time does not include shipping. Be sure to factor this into your schedule.
Where the performance of any contract with the customer requires Harmor Printing & Graphics, Inc. to obtain goods or services from a third party, the contract between us and the customer shall incorporate, and shall be subject to, the conditions of supply of such goods and services and the customer shall bear the full cost of such goods or services.
Dies, knives, engravings or other special materials purchased for the execution of the customer's order shall be chargeable, but remain the property of Harmor Printing & Graphics, Inc..
Harmor Printing & Graphics, Inc. makes every effort to deliver work in the precise quantity ordered, but the customer agrees to make no claim for damages in the event that the quantity delivered is within 10 percent of the quantity specified; credit shall be given for such shortfall and such excess shall not be chargeable.
All claims in respect of work, or the quality or quantity thereof, shall be made in writing within 14 days of receipt by the customer. In the absence of such a claim, the work shall be deemed to have been received, checked and accepted as fully complying with the customer's specifications.
All funds are taken in USD. Payment must be received before an order is processed.
We reserve the right to refuse any order at our own discretion (e.g., due to inappropriate or distasteful subject matter.)
Harmor Printing & Graphics, Inc. will contact the customer when errors are detected in their supplied files. The customer will be alerted to the issue and given the following choices:
• Resubmit a corrected file (this will be treated as a new order). A $15 processing fee will be charged.
• Request an estimate for Harmor Printing & Graphics, Inc. to correct the files. This action will require additional payment before the order will proceed.
Partial refunds are available on orders that have begun processing but have not gone to press. A refund will be given for the portion of work that has not yet been completed. A $15 processing fee will be charged in such cases. For orders already on the press, no refunds will be given. To cancel an order, call us at xxx-xxx-xxxx. You will need to provide your order number, which can be found in the subject line of the email that you received after placing your order.
Harmor Printing & Graphics, Inc. shall not be liable for indirect or consequential loss, or for any loss to the customer arising from third party claims or delay of delivery.
Contracts and deliveries may be suspended or delayed in the event of any strike, lockout, trade dispute, fire, tempest, breakdown, riot, theft, crime, civic disturbance, war, legislation, force majeure, the inability of the printer to procure essential materials due to any of the foregiong causes, or any other occurrence beyond our control preventing or retarding performance of the contract or delivery of work, and no responsibility shall attach to Harmor Printing & Graphics, Inc.. for any delay, default, loss or damage resulting from any of the above causes, and the customer undertakes not to bring any claim for damages against Harmor Printing & Graphics, Inc.. arising from any circumstance described herein.
In respect of all unpaid debts due from the customer, Harmor Printing & Graphics, Inc.. shall have a general lien on all goods and property in our possession and shall be entitled on the expiration of 14 days (or such other period as we may stipulate) notice to the customer, to dispose of such goods or property as we think fit and to apply the proceeds towards satisfaction of such debts. Such lien shall further extend to all goods produced or supplied by us wheresoever located, for which payment has not been received, and we shall be entitled to enter the customer's premises and repossess such work and dispose of it, applying the proceeds towards satisfaction of the debt, without that such repossession and or disposition shall annul or diminish in any degree the obligation of the customer with respect to remaining unpaid amounts, nor mitigate the rights and recourse of the printer under law for full recovery of said debts and costs of collection thereof.
Notwithstanding that Harmor Printing & Graphics, Inc.. may agree with respect to any specific transaction, either expressly or by implication, to waive one or more of these terms and conditions, such agreement shall in no way release the customer from the other terms, conditions, obligations or requirements set out herein.
At Harmor Printing & Graphics, Inc.'s discretion, all plates, type, cutting forms and other printing materials used in the production may be broken up and/or destroyed immediately on completion of work unless we are specifically requested in writing to keep it standing. All such matter kept standing shall remain the property of Harmor Printing & Graphics, Inc.. If matter is kept standing, pursuant to such a request an additional charge may be made for storage, maintenance and any other necessary attention.
• Customer's property and all property and material supplied to the printer by or on behalf of the customer (including goods in transit) are held at the customer's risk and Harmor Printing & Graphics, Inc.. accepts no liability whatsoever for loss of, or damage to, such property or material unless otherwise agreed in writing.
• Unless the customer establishes that Harmor Printing & Graphics, Inc.. has been negligent, the risk and cost of all spoilage of customer supplied materials shall be borne by the customer.
• Where the customer supplies materials, they shall supply an adequate quantity to provide for in-production run up and spoilage and Harmor Printing & Graphics, Inc.. shall assume that such materials are supplied in the necessary quantity.


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PostgreSQL 9.3.25 Documentation | ||||
Prev | Up | Appendix E. Release Notes | Next |
Release date: 2000-11-11
This has a variety of fixes from 7.0.2.
A dump/restore is not required for those running 7.0.*.
Jdbc fixes (Peter) Large object fix (Tom) Fix lean in COPY WITH OIDS leak (Tom) Fix backwards-index-scan (Tom) Fix SELECT ... FOR UPDATE so it checks for duplicate keys (Hiroshi) Add --enable-syslog to configure (Marc) Fix abort transaction at backend exit in rare cases (Tom) Fix for psql \l+ when multibyte enabled (Tatsuo) Allow PL/pgSQL to accept non ascii identifiers (Tatsuo) Make vacuum always flush buffers (Tom) Fix to allow cancel while waiting for a lock (Hiroshi) Fix for memory allocation problem in user authentication code (Tom) Remove bogus use of int4out() (Tom) Fixes for multiple subqueries in COALESCE or BETWEEN (Tom) Fix for failure of triggers on heap open in certain cases (Jeroen van Vianen) Fix for erroneous selectivity of not-equals (Tom) Fix for erroneous use of strcmp() (Tom) Fix for bug where storage manager accesses items beyond end of file (Tom) Fix to include kernel errno message in all smgr elog messages (Tom) Fix for '.' not in PATH at build time (SL Baur) Fix for out-of-file-descriptors error (Tom) Fix to make pg_dump dump 'iscachable' flag for functions (Tom) Fix for subselect in targetlist of Append node (Tom) Fix for mergejoin plans (Tom) Fix TRUNCATE failure on relations with indexes (Tom) Avoid database-wide restart on write error (Hiroshi) Fix nodeMaterial to honor chgParam by recomputing its output (Tom) Fix VACUUM problem with moving chain of update row versions when source and destination of a row version lie on the same page (Tom) Fix user.c CommandCounterIncrement (Tom) Fix for AM/PM boundary problem in to_char() (Karel Zak) Fix TIME aggregate handling (Tom) Fix to_char() to avoid coredump on NULL input (Tom) Buffer fix (Tom) Fix for inserting/copying longer multibyte strings into char() data types (Tatsuo) Fix for crash of backend, on abort (Tom)


text:
More 29 Mar 2022
We use cookies to ensure that we give you the best experience on our website. If you continue without changing your settings we'll assume that you are happy to receive all cookies on the FIH website. To find out more about our data policy please click here


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Shimano cranks fit into BB86 frames when you have this CeramicSpeed Bottom Bracket installed. The kit consists of two cups that are pressed into either side of the central opening.
The cups come with CeramicSpeed Bearings installed. There are two versions. The first is our low drag, long life Standard Bearing with hardened-steel races and our super-round CeramicSpeed Balls. The second version is our coated bearing, which uses those same CeramicSpeed Balls installed on coated, hardened-steel races for longer life and less bearing drag.
This CeramicSpeed BB86 Bottom Bracket works with cranks that have 24mm spindles, including both Shimano and FSA.
CeramicSpeed standard Bearings typically have frictional drag of 0.3-0.4 watts per set. That represents an average 75% drag reduction compared to standard bottom brackets. The hardened-steel races feature the CeramicSpeed Balls that are 100% smoother and 15% harder than the ceramic competition. The CeramicSpeed Bearings last at least three times longer than other bearings.
Coated Bearings drop friction further and increase lifespan. The coated races see a 50% drag reduction and an improvement in bearing life of 60%.
In The Box:
- 2 bottom bracket cups with bearings installed
- 2 dust covers with integrated spacers installed
- Spacer tube
- 10ml syringe of All Round Grease
- Sticker sheet
Part Numbers
Option | UPC | MPN | Store SKU |
Black / BB86 / Coated / 24mm / 86.5mm | 05711050001033 | 101340 | |
Black / BB86 / Standard / 24mm / 86.5mm | 05711050000913 | 101339 | 210000077649 |


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The man who invented Roomba, the robotic vacuum, is back — this time, with Baxter. Rodney Brooks, roboticist and entrepreneur, brought Baxter, his latest robot, to the TED conference in Long Beach, Calif., last week.
Brooks' latest company, Rethink Robotics, describes Baxter as a collaborative manufacturing robot. Brooks showed how Baxter, which costs $22,000 per model, can work alongside humans — not replace them — to do simple, repetitive tasks.
Brooks is the Panasonic Professor of Robotics (emeritus) at MIT, where he also used to run the Computer Science and Artificial Intelligence Laboratory. His idea is that Baxter can help, for example, aging factory workers do their jobs more efficiently. He told the TED audience that after this generation ages out of factory work, they tell him, they don't want their children to carry on their work.
Baxter has eyes for feedback. Though its eyes don't see you as a person, they serve as a signal as to what it'll do next.
Normally robots need to be programmed, but this one learns by physical training. Move Baxter's arm and it learns that's how it should move its arm. In just a few minutes, the robot can be taught, for example, to take something out of a box and place it on a conveyor belt, then, after it's assembled, put it back in a box.
Brooks explains that Baxter is a robot that learns, versus robots designed to do specific tasks, like ones that might be seen on an automotive production line.
Brooks says that as oil becomes more expensive and the cost of shipping products manufactured abroad increases, Baxter is the kind of tool that could help bring factory jobs back by increasing productivity on the production line.
As The Washington Post's Cecilia Kang notes, Baxter is one of a new generation of robots being deployed by U.S. companies:
"General Electric has developed spiderlike robots to climb and maintain tall wind turbines. Kiva Systems, a company bought by Amazon.com, has orange ottoman-shaped robots that sweep across warehouse floors, pull products off shelves and deliver them for packaging. Some hospitals have begun employing robots that can move room to room to dispense medicines to patients or deliver the advice of a doctor who is not on site."
Andy McAfee, a fellow at MIT's Sloan School of Management, says companies are getting more productive without having to hire more workers. He wonders whether the "combination of fast automation and relatively slow GDP growth" in the U.S. could lead to cuts in U.S. jobs and in hours worked by humans, Kang reported.
She added:
"But the International Federation of Robotics said in a study last month that paid employment has increased in countries that are the biggest users of industrial robots. For all the jobs lost in manufacturing, others have to be created in distribution and services, the report says."
According to Brooks, Baxter is not a threat to human jobs, as there are certain tasks that are hard for a robot to do that a human can do better — things like quality assurance or small assembly where things like sensing tension are important.
In Brooks' world, the robot can do the mundane, repetitive tasks, the human can do the tasks it excels at, and together they are more productive.
And Baxter can also be used outside the factory, doing things like helping caregivers and the elderly do daily tasks. Brooks describes a future in which a robot like Baxter that is easy to control and teach can give not just factory workers a hand but elderly people dignity as they age and a hand when they need one.
Copyright 2021 NPR. To see more, visit https://www.npr.org.


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74002 Watch & download coeds free full-length porn video, xxx and sex movies here, the best free porn tube.


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Popular Cities
Water Purifier Service Near You
RO Routine Service
Thorough inspection and repair of your RO for issues like leakage, less water flow, dirty/smelly water etc.
Repair Service
Cleaning of filters, water tank and outer body for smooth functioning of your RO water purifier and changing required spare parts at extra cost.
Browse AMC Plans
Spare Parts Price with Brands
Trusted Services Provider
Brands That We Love to Repair
Best-in-class safety measures
Read What Our Customers Say
Award & Certifications
Our Professional
Home Appliance Care
Water purifier service in Tamboxem, Goa has become an essential aspect of maintaining clean and safe drinking water in homes and offices. Residents of Tamboxem, Goa are turning to experienced RO service providers for routine maintenance and repairs of their water purifiers as worries about water quality grow. People now find it simpler to locate reputable service providers that meet their unique demands thanks to the simplicity of looking for "RO service near me" or "water purifier service near me." These service facilities are manned with qualified specialists that are knowledgeable in handling different RO system brands and models, ensuring their effective operation and lifespan.
RO Repair Near Me Charges in Tamboxem, Goa
Service type | Charges |
RO Installation | Start from Rs.599/- |
RO Uninstallation | Start from Rs.399/- |
RO Basic Service/Repair | Start from Rs.399/- |
Water Purifier / RO AMC | Start from Rs.999/- |
Customers may follow a straightforward approach to receive water purifier doorstep service in Tamboxem, Goa. Through the official website or a dedicated hotline of the desired RO service center, they can start a service request. As an alternative, customers may use internet directories and platforms that offer a list of the city's reputable and recognized RO service providers. After the client submits a service request, a qualified technician is quickly sent to the customer's location to inspect the water purifier and deal with any problems. Customers won't have to move their bulky RO systems to the servicing facility thanks to our doorstep water purifier service, which streamlines the procedure and saves time. People who choose to use professional RO service in Tamboxem, Goa will always have access to clean, filtered water without having to worry about upkeep or repairs.
How Water Purifier Service Near me Process Work?
1. Book RO service near me Tamboxem, Goa by calling us/filling the Enquiry form. |
2. Get technician confirmation call. |
3. Schedule your service. |
4. Technician will visit at your place. |
5. Service has been done. |
6. Make payment and share your valuable feedback. |
Kent has established itself as the pinnacle of expertise and creativity in the field of water purification. Kent RO service centers in Tamboxem, Goas bustling metropolis are completely committed to making sure every home has clean, pure drinking water.
Finding a trustworthy Kent RO service in Tamboxem, Goa has been much easier. A simple Google search for "Kent RO service near me" quickly links customers to knowledgeable technicians who are ready to proactively solve their RO systems' requirements.
Kent RO Service Near Me in Tamboxem, Goa | Kent Service Center Number
# | Kent RO Water Purifier Service | Contact Number |
1 | Kent RO Service | +91-7065012902 |
2 | Kent Water Purifier Service | +91-7065012902 |
4 | Kent Water Purifier Service Near Me | +91-7065012902 |
5 | Kent RO Service Near Me | +91-7065012902 |
6 | Kent RO Repair Service | +91-7065012902 |
The exclusive group of Kent's skilled specialists has in-depth knowledge of the brand's cutting-edge water purifiers. Your valued Kent RO system will work at its best thanks to their skilful inspections, routine upkeep, and rapid resolution of any problems.
Leading the Charge for Safe Potable Water
The spearhead of this noble endeavour is shown by Pureit RO service in Tamboxem, Goa, which are unwaveringly committed to providing clean drinking water. They guarantee the Pureit RO systems' flawless operation, giving numerous homes all across the city unquestionable comfort. Customers can use Pureit water purifier service by searching quickly to find local service locations, leading to prompt maintenance and repair solutions.
The team of skilled technicians at Pureit goes through rigorous training to handle the wide range of products offered by the company. These craftsmen consistently guarantee the top functioning of your water purifier through normal maintenance such as filter changes and technical repairs.
Pureit Service Center Near Me Number
Pureit RO Service Type | Contact Number |
Pureit Repair Service | |
Pureit RO Installation | |
Pureit RO AMC |
Elevated Efficiency in Water Purification
We offer Livpure water purifier service and our unwavering dedication to developing ground-breaking water-purifying solutions is beautifully visible in it. Livpure's presence is a vital blessing, ensuring that families enjoy the many benefits of clean, healthful drinking water. The main goal of our work is to streamline solutions. Customers can get Livpure RO Service and easily meet up with the brand's skilled specialists.
Every servicing interaction with our team of qualified specialists benefits from an extensive reservoir of knowledge. They diligently ensure the smooth operation of your Livpure RO system by carrying out rigorous inspections, providing necessary maintenance, and forcefully resolving any technical complexities.
Livpure Service Center Near Me Number
Service Types | Contact Number |
Livpure RO Repair Service | |
Livpure RO Installation | |
Livpure RO AMC |
Blue Star Water Purifier Service in Tamboxem, Goa:
Through superior Blue Star Water Purifier Service, our facilities are committed to assuring client happiness. Blue Star ensures optimum operation and the provision of clean and safe drinking water with a staff of knowledgeable technicians equipped with cutting-edge equipment and original replacement parts.
LG Water Purifier Service in Tamboxem, Goa:
The well-known electronics company LG now offers its water purification expertise in the thriving metropolis of Tamboxem, Goa. The effectiveness and longevity of LG's products are given top priority at our LG Water Purifier Service facilities for water purifiers. We offer trustworthy and prompt solutions for maintenance, filter replacements, and technical difficulties thanks to highly qualified experts who are skilled in managing a variety of LG water purifier types.
Aquafresh RO Service in Tamboxem, Goa:
Residents of Tamboxem, Goa who want access to clean, nutritious drinking water may rely on Aquafresh RO Service. Our service centers provide support for a variety of Aquafresh RO models, assuring smooth operation. Aquafresh RO repair facilities in Tamboxem, Goa respond quickly to problems with water purifiers, using authentic components and following industry best practices to ensure effectiveness and lifespan.
Havells RO Service in Tamboxem, Goa:
Havells RO Service in Tamboxem, Goa prioritizes customer happiness by offering doorstep help and utilizing authentic spare parts to improve performance and lifespan. It is a dependable option for many Tamboxem, Goa families since they guarantee a consistent supply of clean and safe drinking water, regardless of whether it requires periodic maintenance or technical troubleshooting.
MI Water Purifier Service in Tamboxem, Goa:
The well-known brand MI, well known for its electrical products, also produces excellent water purifiers. Our group of skilled experts skilled in operating different MI water purifier models make up the MI water purifier service in Tamboxem, Goa. Their focus on the needs of the customer guarantees prompt and efficient maintenance and repair solutions. Our MI water purifier service facilities uphold the effectiveness and purity of drinking water by using authentic components and abiding by industry best practices, positioning themselves as a trustworthy option for Tamboxem, Goa residents.
Zero B Water Purifier Service in Tamboxem, Goa:
Tamboxem, Goa residents may rely on our specialized Zero B Water Purifier Service for clean, hygienic drinking water. Our trained specialists who work in their service facilities are experts in different Zero B water purifier models and provide routine maintenance, filter changes, and technical troubleshooting. We prioritize authentic replacement parts and doorstep service to guarantee ongoing, high-quality water filtration.