technical – Why does the increase in the number of cameras on drone improve the resolution?

Pegasus drone and in general, use normal cameras, but surprisingly have the same effect of high magnification telescope.

I know that using multiple monitors improves the number of display pixels, which is reasonable, but the similar technique works for drones.

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dnd 5th – Does the armor skill of the class also increase the ability score of the skill achievement?

Old school RPer back after a long hiatus and new in D&D 5th. Love what I see and happy to get rid of ThAC0, lol. I'm pretty sure I already know the answer to what I'm about to ask, but I would ask anyway that I won't miss anything in the new system. Sorry if this is clearer to others or has been resolved previously.

As I read, it seems like the exploits are a little different now and less and less between levels, so I guess they are more valuable than before. Going through the list of exploits, I noticed that many exploits also give an increase in the ability score and I have a question about these increases. (Example: The Moderately Armored feat gives medium armor skills and also increases STR or DEX by 1.)

IRC in the old system if you mastered a type of armor, you actually had the feat of armor for it. My question is this: does a 5th D&D class that starts with mastery of medium armor have the Moderately Armored feat and does it gain the ability score of the Example above? Or the feat is it totally separate and they can just wear armor but don't get an increase in ability score unless they take the boost feat?

EDIT: Thank you all for the quick responses. I thought no increase was the case, but wanted this to be handled by people with more experience in the system. Thanks again!

dnd 5th – DnD 5th – Does the armor skill of the class also increase the skill score of the skill achievement?

Old school RPer back after a long hiatus and new in DnD 5e. Love what I see and happy to get rid of ThAC0, lol. I'm sure I already know the answer to what I'm about to ask, but I would ask anyway that I won't miss anything in the new system. Sorry if this is clearer to others or has been resolved previously.

As I read, it seems like the exploits are a little different now and less and less between levels, so I guess they are more valuable than before. Going through the list of exploits, I noticed that many exploits also give an increase in the ability score and I have a question about these increases. (Example: The Moderately Armored feat gives medium armor skills and also increases STR or DEX by 1.)

IRC in the old system if you mastered a type of armor, you actually had the feat of armor for it. My question is this: does a 5th DnD class that starts with a medium armor skill have the Moderately Armored feat and does it gain the ability rating of the example above? Or the feat is it totally separate and they can just wear armor but don't get an increase in ability score unless they take the boost feat?

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dnd 5e – Does limited precision effectively increase randomness in D&D 5e, compared to previous editions?

As the rules not only affect PC stats, but all creatures are designed within this framework, against an enemy of an appropriate level, that doesn't change much. A creature's AC and DC-s are lowered in much the same way as enemy attacks and saves. The odds of hitting or saving should be in the same stadium.

This has an effect when you face something from a different CR. Enemies with a low CR might have a chance to hit you, where, with a higher level bonus, they practically couldn't. It also means that you also have a better chance of dealing with something a little stronger. This could, technically, be considered random: where the outcome was almost certain, it is now uncertain.

The point is, these probabilities of hitting / saving can also be achieved in other editions, but with a narrower variety of enemies. If the DM wants to include for example. kobolds for reasons of history, they don't need to be on magic steroids just to present a challenge, even if your DM is not called Tucker. Enemies become obsolete later and accessible earlier. They focus on this range of probabilities because it is the interesting part of the ladder.

So, what it really changes is the feel of it. Those monsters that you have 70% to hit and which have 35% to save from your spells can now have the appearance and name of a creature that was cannon fodder at the same level. It is not something to "control" and more to "get used to". You are no more at the mercy of the numbers than before.

web design – overflowing content in the text box – default scroll bar or dynamic height increase?

It depends on the type of data you expect.

Expandable fields are great for compact forms where the user is not likely to need multiple lines all the time, but you still want to provide the option for longer entries . Generally, these are used for message entry in chat interfaces where comments tend to be short statements of a line but can be whole paragraphs if necessary.

On the other hand, text boxes are best used when the required entry is generally longer. The extra space tells the user that they can provide more information and encourages longer responses. Scrollable text boxes are more familiar to web users, so they should be preferred unless you are trying to save space in your design or discourage longer entries with no character limit.

unit – How can I gradually increase the speed of my game?

A very simple way to control the speed of a Unity game is to change the value of Time.timeScale. The default value is 1, and higher values ​​mean higher speed. 2 means twice as fast, 0.5 means half as fast, etc. But keep in mind that it speeds up everything in your game. There are often different things you don't want to speed up while the game progresses.

Often, you want to control the speed of certain game features separately, and some not at all. In this case, you need to find different solutions for different types of functionality. You have published the script that generates objects, so I guess one thing you may want to increase is the frequency of objects appearing. If that is your goal, then InvokeRepeating is the wrong tool to use because you cannot change the repeat rate retroactively. Use an update method instead. Here is a simple script that generates objects at regular intervals depending on the update.

public class RepeatingSpawner : MonoBehaviour {

     public float spawnsPerSecond;
     public GameObject prefab;

     private float nextSpawn;

     void Start() {
         nextSpawn = Time.time;
     }

     void Update() {
         while (nextSpawn < Time.time) {
             nextSpawn += 1.0f / spawnsPerSecond;
             Instantiate(prefab, transform.position, transform.rotation);
         }
     }
}

You can now control the speed by changing the value of "Spawns Per Second". You can do it with an InvokeRepeating coroutine, but there are better ways to do it.

You'll probably want to change more things than the speed of this generator during the game. So it's a good idea to control it all from a central location. You can create a script with a name like ProgressionController which refers to everything in the game with a public variable that is supposed to change during the game. But an even more elegant way of handling this could be to use an asset from the timeline. It allows you to control the change of values ​​over time using a visual curve editor.

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