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).

Examples:

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!

Looking for an old adventure module – Heroes explore a tower and find a trapped wizard

I’m looking for an old adventure module and I can’t remember the name.

This is what I remember:

  • For AD&D 1e, and may have been a DM’s Guild publication

  • For low level characters, not more than 5th

  • Wizard is trapped in a magic circle and begs for help

  • One room is a "refrigerator" with a bound ice-elemental to keep it cold

  • One room has a pet basilisk, and anti-stoning spectacles hanging outside the door

  • Magical "elevator" that goes to every floor of the tower, and one floor is "secret"

  • I think the cover art was a B&W drawing of a lone medieval type tower, with lightning bolts flashing around it. The perspective has the viewer looking up at the tower from the ground level.

Is the Midgard Heroes Handbook Centaur race considered as Medium, or Large, for the purpose of grappling and shoving?

In the "Midgard Heroes Handbook" from the Kobold Press, there is a playable character race, the Centaur. Their size is rather unique – a Medium/Large hybrid, so to speak :

Size. Centaurs stand between 8 and 9 feet tall and weigh in excess of 1,000 pounds. Your size is Large.

Humanoid Torso. Although you are Large, you wield weapons and wear armor sized for a Medium creature, thanks to the proportions of your humanoid torso.

It is clear to me that, as a creature with a Large, equine lower part, a Midgard Centaur can be ridden by a Medium creature (provided they’re wearing a saddle), but as a creature with a Medium, humanoid upper part, they cannot wield oversized weaponry.

But what about grappling and shoving ? Are they considered Large, or Medium for such things ? I can see an argument for either interpretation – since they’re of Large category, but have Medium sized hands…

How to incorporate powerful allied heroes in a fighting scene in Masks?

I understand what an powerful allied hero should do in a fight to make the fiction interesting (be powerful but not quite powerful enough to get it handled all by them self; be powerful but ignore parts of the situation etc…). What I have trouble with is, how do I incorporate these things in the flow of the game?

Let’s get a bit more specific with an example: The Legacy’s dad is a powerful and well respected super hero. The big bad villain is the Legacy’s family arch-nemesis and is about to attack their stately home. The Legacy, their team and their dad are present to defend it.
I start to describe the scene. What the Villain does, who their allies are and what they do and how the Legacy’s dad is fighting them. So far so good. The dad can be presented as a strong hero here who is simply outnumbered due to the huge amount of allies of the Villain. So the heroes have to step in an help.
But during the play I have trouble to keep this narrative alive. I start with “What do you do?” And the players describe their actions. They trigger some moves (Asses, Unleash, Engage…) and we play them out. They either succeed or they fail. In the latter I make a GM move and let something bad happen. Then I go back to asking “What do you do?”.

My issue now is, I have limited agenda over the fiction when the players succeed with their rolls. The only times I’m able to come up with stuff on my own it has to be something bad. Sure, I can make the Villain badly beat up the Legacy’s dad and that feels like a good GM move. But if that’s the only interaction the Legacy’s dad has during the whole encounter, it makes him feel weak and useless.

tl;dr: How do I make the NPC hero feel strong while following the usual flow of “PCs trigger moves that succeed and they do something cool or they fail and the GM does something horrible”?

How does “uses” and “duration” apply to Wonder Woman’s bracers and Superman’s suit in DC Heroes?

In DC Heroes (first edition, 1985), Wonder Woman (Gamemaster’s Manual, page 80) has, under equipment, her “Bracers” with “Uses 10: Duration: 15″. Superman (page 79) has his “Super Uniform” with “Uses: 4, Duration: 26”.

I see a description of uses and durations for buildings (page 29), vehicles (page 32), and weapons (page 33), but I don’t grok how that applies to bracers or the suit.

From the description of buildings and weapons, this would seem to mean that Wonder Woman can use her bracers for up to 10 days (10 uses, and duration 15 is 1 day), after which maintenance is required? Superman can use his suit for up to thirty-two years (4 uses, and duration 26 is 8 years), after which maintenance is required?

The note about duration on page 28 for “ordinary gadgets” implies the the uses must be tracked when in actual use—that is, Wonder Woman would only count the few seconds of combat time per day that she uses her bracers. But the note about duration on page 25 describes uses as “the number of times the gadget can be used” and describes duration in terms of “gadgets that mimic Attributes and Automatic Actions (like Running, Flight, Swimming) or “gadgets that mimic Standard Actions (like Starbolt, Bio-Blast, etc,).

Because Force Shields (Wonder Woman’s bracers) are “Type: Automatic”, does this mean the player tracks the actual combat time that the bracers are in use? Seems like they would last forever. Skin Armor (Superman’s suit) are also automatic (and the suit’s Body is an attribute), so the player technically would track the amount of use the suit gets?

In both cases, it seems as though tracking is unnecessary unless there’s some sort of time travel involved, as, especially in the case of Superman’s suit the time used will never in normal game time reach the uses times the duration.

The section on armor in the Player’s Manual, page 24, does not mention use or duration.

How does uses and duration affect Wonder Woman’s use of her bracers, or Superman’s use of his suit?

[ Politics ] Open Question : Isn’t it strange that the same intelligence agencies Trump hailed as heroes for tracking down Baghdadi are the ones he calls …?

part of the “deep state” and whom White House press secretary, Stephanie Grisham, smeared as “radical unelected bureaucrats’’?

Haunted Heroes Pact Wizard may cause a favored spell combo to be even more broken?

I’ve been looking at the Pact Wizard archetype from Haunted Heroes Handbook and noticed a feature they pick up at 10th level that states that when metamagic feats are applied to spells learned via patron or curse, the spells are treated with a spell of one level lower with a minimum level equal to the spell’s original level).

Here’s where the problem comes in. A few patrons give Time Stop as their bonus patron spell at level 18. The spell already specifies 1d4+1 rounds for how long the spell lasts. 2 to 5 rounds is pretty crazy already. The metamagic feat that could make this spell completely broken is Extend Spell. +1 to the spell’s level, and with the aforementioned class feature, 4 to 10 rounds could get that kind of spell banned from a game table.

It goes from bad to worse when Delayed Blast Fireball comes into play. Lots of players like spamming Grease to keep opponents at bay and make them easier to hit. When you have 4 to 10 rounds to charge up that fire bomb, your GM could very well ban you from using Extend Spell in that manner.

So to elaborate on the question: does the feature even work that way for Time Stop? Or does the extend only apply to the base +1 to make a +2 and then you roll? For the sake of balance, I hope it’s the latter.

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