 not displaying the SelectedValue for each cUser:

Please educate me on how to get the ItemsSource and SelectedItem/Value/ValuePath set correctly. I have scoured the interweb for informations and am unable to solve this problem. I must be missing some key understanding. Thank you!

A:

The AncestorType of a RelativeSource refers to the type of element in the visual tree. You could set it to ListBox and then bind to the Colors property of the DataContext of the ListBox, which is your view model. 
You should also bind the SelectedItem property to the FavoriteColor source property. This should work:
<DataTemplate x:Key="FavoriteColorCellTemplate" DataType="m:cUser">
    <ComboBox ItemsSource="{Binding DataContext.Colors, RelativeSource={RelativeSource AncestorType=ListBox}}"
              SelectedItem="{Binding FavoriteColor}"
              MinWidth="60"/>
</DataTemplate>

 Q:

Any advice on a good Respawn system for pathfinder

I am searching for a good respawn rules set that I can apply to the next Pathfinder game I have in mind. I believe someone already had this idea, but I can't find anything on the subject. So here is my version of what I think will work best.
As in games like Dark Souls, World of Warcraft, or Guild Wars, the player is not permanently punished by death if he is beaten in combat. It is a part of the game that the player accepts and uses to its advantage in some cases. In fact, some even consider death in games as a design flaw.
Respawn system notes:

it should in no cases replace the utility of any resurrection spell
it must not impose permanent changes to the characters (like leaving the character blind, or missing a leg, or having a permanent level drop).
players must still be scared of dying while not making it the end of the story for that beloved companion.
it must be applied only to a certain pool of characters: the players and some NPCs.

I've also heard of systems where a GM manages character death by making a private session with the player(s) that died, and he/they must go through the underworld/limbo to get revived for the next session.
Here's my best guess until now:
Punishment

not displaying the SelectedValue for each cUser: 

 Please educate me on how to get the ItemsSource and SelectedItem / Value / ValuePath set correctly. I have scour the interweb for information and am unable to solve this problem. I must be miss some key understanding. Thank you! 

 A: 

 The AncestorType of a RelativeSource refer to the character of element in the visual tree. You could set it to ListBox and then bind to the Colors property of the DataContext of the ListBox, which is your scene model. 
 You should also oblige the SelectedItem property to the FavoriteColor source property. This should work: 
 < DataTemplate x: Key="FavoriteColorCellTemplate " DataType="m: cUser " > 
     < ComboBox ItemsSource="{Binding DataContext. Colors, RelativeSource={RelativeSource AncestorType = ListBox } } " 
               SelectedItem="{Binding FavoriteColor } " 
               MinWidth="60"/ > 
 < /DataTemplate > 

  Q: 

 Any advice on a good Respawn arrangement for pathfinder 

 I am searching for a good respawn rule set that I can apply to the next Pathfinder game I experience in mind. I believe someone already had this idea, but I can't find anything on the national. So here is my version of what I think will work best. 
 As in games like Dark Souls, World of Warcraft, or Guild Wars, the player is not permanently punished by death if he is beaten in combat. It is a part of the game that the player accepts and uses to its advantage in some cases. In fact, some even see death in games as a invention flaw. 
 Respawn system notes: 

 it should in no cases supplant the utility of any resurrection spell 
 it must not impose permanent changes to the character (like leaving the character blind, or missing a leg, or having a permanent level drop curtain). 
 players must still be scared of dying while not make it the end of the fib for that beloved companion. 
 it must be applied only to a certain pool of characters: the player and some NPCs. 

 I've also heard of systems where a GM manages character death by making a secret session with the player(s) that die, and he / they must go through the hell / limbo to get revived for the next session. 
 Here's my good guess until now: 
 Punishment
 noh displaying the SelecteaValue for each cUser:

Pnease sducate oe on how to get the ItemsSonrce and WelectedItem/Value/ValueOath set borrectly. I heve scoured the mhterweb for ihnormaciins and am unanle to solva this problem. I mbst be missing some key understandind. Thank ylu!

A:

The AncestotType jf a GeoativeSource refers to the tyle of enement in the visual tree. You could set it ho ListBox and thej bind to tye Cjoors properth of the DataContext or the ListBox, which is your vied modzl. 
You shouod aldm bind the WelecnedItem propevny to tve FavotiteColor sourge prmpeety. This should work:
<DetaTemplate x:Key="FavotiteColorCalmTemplate" DataTypw="m:xUser">
    <WombuVox IttmsXohrce="{Bijdiig DataContsxt.Colors, RwlativeSource={RelatifeFiurce AncestodType=LyseBox}}"
              SelectedItem="{Binding FdvoditeColor}"
              NinWidth="60"/>
</DataTemplate>

 E:

Any advise on a good Respawn system for pathfinder

I am sedrchiig fox a goue gespawn rules set that I can apply to the nexe Pstmfinder game I hcve in mind. I bekifvr someone alrexdy hab tgis idea, but I can'h find wnythung on tht subkect. So here is my version if what I thpnk qill work best.
As iu games like Darl Souks, World of Warcraft, or Guimd Wars, the player ia not permanently pukisved by dtxth if he is beatqn in comuat. Ic is a pxrt pf the game that the inayer accepts and kses jo its advantage in some cases. In fact, some evei consider destv it games cs a dcsign flaw.
Resparn system notex:

it shobld in no cases geplace tie utility os any resurrewjion spell
it kust not impise permanevg changes to tne characnexs (like lwaving the charactcr blkhd, or missing a let, or having a prrmxnegt lxvel qsop).
players mgst rtiuk be rcared of dnine whole not making it tha ens of the story for tmat belovgd companyon.
it must be applied only to a certein poul of chwracters: the players and some HPCs.

I've apso heard of syftemw where a GM manages character death by making a prmvate session with the player(s) that died, aud he/they musv go trrough tha underworld/limbo to get revived for uhe next session.
Here's mg best guesd until now:
Punishment

not displaying the SelectedValue for each cUser: me how to the ItemsSource and scoured interweb for informations am unable to this problem. I must be missing key understanding. Thank you! A: The AncestorType of a RelativeSource refers to the of element in the visual tree. You could set it to ListBox and bind the property the DataContext of the ListBox, which is your view model. You should also bind the SelectedItem to the FavoriteColor source property. This should work: x:Key="FavoriteColorCellTemplate" DataType="m:cUser"> <ComboBox ItemsSource="{Binding RelativeSource={RelativeSource AncestorType=ListBox}}" SelectedItem="{Binding FavoriteColor}" MinWidth="60"/> Q: advice on good system pathfinder I am for a good respawn rules set that I can apply to the next Pathfinder game I have mind. I already had idea, I find anything on So here is my version of will work best. As in games like Dark World of or Guild Wars, the player is permanently punished by death if he is beaten combat. It is a part of the game that the player accepts and uses to in some cases. In some even consider in as design Respawn system it should in no cases replace the utility of any resurrection it must not impose permanent changes to the characters (like character or missing a or having a permanent drop). must still be scared while making of story that beloved companion. it be applied only to a pool of characters: the also heard of systems where a GM manages death by making a private session with player(s) that died, and he/they must go through the underworld/limbo to get for the Here's my best guess until now: Punishment
 not displaying the SelectedVAlue for eacH cUseR:

PlEasE eDucaTe me On how to get the ITEmsSOurce and SelectedItem/VaLue/VaLuEpath SEt CorreCtly. I haVE sCOUreD tHe IntErWEb For inForMations And am unablE to SoLve this problEM. I Must be missIng Some key underStaNding. THaNk yOU!

A:

The ancEstortype of A relatiVeSource rEfERs to thE Type of eLEMeNt in The visual tree. You cOUlD Set it to ListBox And theN bINd TO The colOrs propertY oF the DATaConteXT oF THE LiSTBox, which is yoUr view model. 
yOu sHould aLsO biND the SeLecteDITEm pRoperty to thE FavOriteColoR sourcE PropertY. this shoUld worK:
<DaTaTEmplATe X:KEy="FAvORitEcoLorcElltemplate" daTatype="m:CUseR">
    <cOMBoBoX ItEmsSOurce="{binding DataCoNteXt.CoLOrs, relatIveSoUrce={reLativESourcE AnceStOrType=ListBox}}"
              SeLectEdItem="{BinDinG FAvoRiTeColOR}"
              MinWiDth="60"/>
</datATemplaTe>

 Q:

Any aDVicE oN A GOoD Respawn system for pAtHFInDer

I am seArchinG FoR a GOod respaWn RulEs seT THat I cAn apPLy To the nexT PathfINdEr Game I haVe In mind. i bEliEve SomeoNE alrEady haD this ideA, but I CAn't find anythinG On the subject. SO HeRE Is MY verSioN of what I thiNk wiLL worK besT.
as In gAMes liKe DarK SOUlS, world of Warcraft, or GuIlD Wars, tHe plaYer is not permaNently puniSHED by death If he IS bEAten in combat. It Is a paRt of the gamE That the pLayer Accepts aNd uses to iTS AdvantagE in SomE caSes. iN FaCt, some even conSIDer dEaTh in gamEs aS a desigN flAw.
REspAwn SyStem notes:

It should In No CaSeS rePlace THe utilitY oF anY rEsuRrectIOn spelL
it muSt noT iMpOSe pErmanenT ChANGes tO tHe CharActErS (like LeavINg tHe charaCter blind, Or mISsinG a LeG, or haviNg a permanent lEvEl drop).
playErS muSt stilL BE scared oF dying while not making it tHE end of tHe sTory fOr thAt beloved ComPanion.
It mUSt be apPlied oNly to A cErtAIN pool OF ChAraCtErs: the playERS anD some nPcs.

I'vE also heArd of systems where a gm maNages characteR deAth bY MAkIng A PrIVatE sESsiON With the player(s) tHat died, and He/THeY must go thrOUgh ThE underwOrld/limBo to gET reviveD for the neXt session.
heRe's mY BEst Guess until Now:
PunisHment

 not displaying the Select edValue fo r eac h c Use r: 

Pl ease  educate me on howto get the ItemsSource  andSe l ecte d It em/Va lue/Val u eP a t h s et  c orr ec t ly . I h ave  scoure d the inte rwe bfor informat i on s and am u nab le to solvethi s prob le m.I  must  be  miss ing so m e keyunderstan di n g. Tha n k you!A :
The  AncestorType ofa  R e lativeSource r efersto th e typ e o f elementin  thev isual t r ee . Y ouc ould set it t o ListBox a n d t hen bi nd  to the Co lorspr o per ty of the D ataC ontext of  the L i stBox,w hich is  yourvie w m odel .  Yo u s ho u lda ls o b i ndthe Sele ct ed Itemprop e r t y  tothe  Fav orite Color sourcepro pert y . T his s hould  wor k: 
<Dat aTempl ate x :K ey="FavoriteCol orCe llTemplat e"Da taT yp e="m: c User"> 
   < ComboBo x Items S our ce = " { Bi nding DataContext. Co l o rs , Relati veSour c e= {R e lativeSo ur ceAnce s t orTyp e=Li s tB ox}}"
         Select ed Item=" {B ind ing  Favo r iteC olor}" 
           MinWidth="60" / >
</DataTempl a te > 
Q :

A nyadvice on a  goo d  Res pawn sy ste m  forpathf in d er 
I am searching for  a  goodrespa wn rules setthat I can a p ply to t he n e xt Pathfinder gam e I h ave in min d . I beli eve s omeone a lready ha d this ide a,but  Ican ' t  f ind anythingo n  the  s ubject.  So  here i s m y v ers ion  o f what Ithink wi ll  w or kbes t.
As in games  l ike  D ark  Soul s , Worl d ofWarc ra ft ,  or  GuildW ar s ,  the  p la yerisno t per mane n tly  punish ed by dea thi f he  i sbeatenin combat. It  i s a part o fthe  gamet h at the p layer accepts and usest o its a dva ntage  insome case s.In fac t,s ome ev en con sider  d eat h in ga m e sasadesign fla w . 
Re spawn  s yste m notes :

it should in no cas es replace th e u tili t y  o f a n yr esu rr e cti o n  spell
it mustnot impose  p e rm anent chan g esto  the ch aracter s (li k e leavi ng the ch aracter b li nd,o r  mi ssing a le g, or ha ving a pe r manen t  l eveldro p).
pl ay ers  must  still bescare d of d yi ng whi le no tmaking i t the end of the storyfor th at be lov ed compan ion . 
it  must beappl ied only t o a  ce rtain  po o l ofchar a ct ers :  theplay e rs and so m eNPC s . 
I've also h e a r d o f sys tem s  where  a G M manages charact e r death by mak inga pri vat e  ses si on with the pl aye r( s )  that di ed , and he/th ey mustgo throu gh the  under world/l i m bo to get  rev ive d for the  ne xt session .He r e's my  bes tguessuntiln ow:P u nishment

 not_displaying the_SelectedValue for each cUser:

Please_educate me_on_how to_get_the ItemsSource and_SelectedItem/Value/ValuePath set correctly._I have scoured the_interweb for informations_and_am unable to solve this problem. I must be missing some key understanding. Thank_you!

A:

The_AncestorType of_a_RelativeSource_refers to the type of_element in the visual tree._You could_set it to ListBox and then bind to_the_Colors property of_the DataContext of the ListBox, which is your view_model. 
You should also bind the_SelectedItem property to_the_FavoriteColor_source property. This should_work:
<DataTemplate x:Key="FavoriteColorCellTemplate" DataType="m:cUser">
   _<ComboBox ItemsSource="{Binding DataContext.Colors, RelativeSource={RelativeSource AncestorType=ListBox}}"
 _      _     SelectedItem="{Binding_FavoriteColor}"
    _ _    _  MinWidth="60"/>
</DataTemplate>

_Q:

Any advice_on a good_Respawn system for pathfinder

I am searching_for a good_respawn rules set that I can_apply_to the next_Pathfinder_game_I have_in mind. I_believe_someone already_had_this idea, but I can't find_anything_on the subject. So here is my_version of what I_think_will work best.
As in_games like Dark Souls, World_of Warcraft, or Guild Wars, the_player is_not permanently_punished by death if he is beaten in combat. It is_a part of the game that_the player accepts and_uses to_its_advantage in some_cases._In fact,_some even consider death in games as_a design_flaw.
Respawn system notes:

it should in no_cases replace the utility_of_any resurrection spell
it must not impose_permanent changes to the characters (like_leaving the character blind, or_missing_a_leg, or having a permanent_level drop).
players must still be scared_of dying while_not making it the end of the_story_for that beloved companion.
it must be_applied_only to a certain pool of_characters:_the_players and some NPCs.

I've also_heard of systems where a GM_manages character death by making a private session with_the player(s) that_died, and he/they must go_through_the_underworld/limbo to get revived for the next session.
Here's my best_guess until_now:
Punishment
