Appropriate database schema for heroes’ skills in a Tower Defense game?

In a Tower Defense game, each hero (or character) has some skills. Each skill has some "chance of appearance" (CoA for short) when attacking enemies and if appeared it has some "hit accuracy" (i.e. hit on enemies) (HA for short) and has effects on the enemies (if hit by the skill) (EoH for short).


Skill #1: Frost 1, CoA: 50%, HA: 100%, EoH: (1) slow enemy down for 4s and (2) yield 200 damage points.

Skill #2: Frost 2, CoA: 100%, HA: 50%, EoH: (1) make enemy frozen for 8s.

I first tried to breakdown skills into "atomic" effects and come up with tables as below:

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All looks good?

But now we want to update Skill #1 a bit to make it more complicated:

Skill #1: Frost 1, CoA: 50%, HA: 100%, EoH: (1) slow enemy down by 40% for 4s and (2) yield 200 damage points. (Please pay attention to the 40% here!)

Or even coming up with more complicated skills:

Skill #3: Frost 3, CoA: 20%, HA: 100%, EoH: (1) frozen enemy for the first 4s then slow enemy down by 50% for next 4s and (2) yield 200 more damage points.

Skill #4: Frost 4, CoA: 10%, attack enemy 3 times continuously, each time: HA: 50%, EoH: (1) frozen enemy for the first 2s then slow enemy down by 50% for next 2s and (2) yield 400 more damage points.

Each effect now has more parameters to be specified — which makes my current schema not fit anymore. Please help deal with this!

Does Unarmored Defense stack with a staff of power and the Bladesong class feature?

I’m playing a level 10 blade singer wizard with one level into barbarian for unarmored defense. I have a +5 Dex modifier, a +5 Int modifier, and a +4 Con modifier. I also have a staff of power that gives +2 to AC.

My total AC would be 4+5+10=19 from Unarmored Defense, +2 from the staff of power, and +5 from the Blade Singer arcane tradition, for a total of 19+2+5= 26 AC. Is my math correct?

How does a Cloak of Displacement interact with a tortle’s Shell Defense?

The cloak has a property that causes creatures to have disadvantage on attack rolls against the one wearing it, and

This property is suppressed while you are incapacitated, restrained, or otherwise unable to move (DMG, pg 158).

The way Shell Defense is described

You can withdraw into your shell as an action… While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell (EGW, pg 181).

is effectively the same as being both incapacitated and restrained, with the only notable difference being that an attack against a prone creature

has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage (PHB, pg 292).

While extremely similar mechanically, the tortle using Shell Defense is technically neither restrained nor incapacitated. Furthermore, the ability to emerge from its shell as a bonus action implies the capacity to then move during that turn if the tortle chooses to, so neither are they otherwise unable to move.

As such, would the Cloak of Displacement work for a tortle using Shell Defense (and thus cancel out the advantage melee attackers would normally have due to the prone condition)?

RAW and RAI interpretations are both desired.

Path of War Defense conundrum?

Path of War has Strike, Boost, Counter, and Stance.

Strike – usually an attack and extra damage and some effects

Boost – extra damage usually

Counter – repost, dodge, reaction

Stance – at will mods to certain aspects of combat

So my friend and I got in to a bit of a debate. Some Strikes and Boost can catch a target Flat-Footed. But if said target has a Counter,…can they counter the Strike/Boost while Flat-Footed? Specially if they don’t have Uncanny Dodge?

What features, items, or spells allow dodging as a bonus action other than Monk’s Patient Defense?

I’m looking for features, spells, or items that trigger Dwarven Fortitude without the use of Ki points.

Dwarven Fortitude:

Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

The feat requires performing the Dodge action. As such, Sword of the Paruns, Blur, Foresight, or any other thing that gives the benefits of the Dodge action would not trigger the feat, as far as I’m aware.

Dealing with defense in BESM

In BESM, it seems to be a lot easier to build a character capable of dealing massive amounts of damage than a character capable of taking massive amounts of damage. As a DM, I don’t want to build every possible opponent with massive armor and defense attributes, because it feels unrealistic that everyone walks around in power armor or whatever. What am I meant to be doing to help balance combat? Or is this not meant to be an issue?

The game I’m running is fairly low on combat, mostly social interaction, but when a PC can one-shot just about anyone with a 26-point weapon, they’re getting a little cocky. It’s themed around high-school aged characters, like one of those shows that alternates between slice-of-life filler episodes and battles with season-long reoccurring villains. A lot of their fights are the result of social interaction going badly rather than storming the castle, so I’m not always sure in advance who they’ll pick a fight with.

(We’re in 3rd edition Tri-stat, not d20)

Unarmored Defense (Barbarian plus sorcerer plus monk) [duplicate]

If there is a level 3 Draconic Bloodline Sorcerer, with a level in Barbarian for Unarmored Defense, and another level in Monk, for a 5th level character in total, would their total AC be 13 + CON + DEX + WIS? What if this character was also a warforged, with +1 to AC, +2 to Constitution, and +1 to Intelligence, Strength, or Dexterity?

Could a 5th level character do that in the first place? If so, does Unarmored Defense stack in that way?