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I heard that there is a "fix" to Time Stop...
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<blockquote data-quote="Caliban" data-source="post: 128179" data-attributes="member: 284"><p>That's fine, if you don't play LC. Without that rule, <em>time stop</em> made the game a joke. Whichever wizard get's initiative wins, period. Lot's of fun for everyone else. The LC ruling was made specifically as a balance issue because of frequent use of the spell by PC's and NPC's at high levels.</p><p></p><p>Entirely aside from the LC ruling, I don't believe <em>haste</em> will provide multiple extra actions on the round you cast <em>time stop</em>. It's not so much that they don't stack, it's that the spells give two different (although similar) benefits and affect the PC in different ways.</p><p></p><p></p><p></p><p>Exactly. You get a bunch of "apparent" rounds in one round. Haste gives you one extra partial action for each actual round. </p><p></p><p>Both of them work, and they do "stack". But they stack by adding together the extra actions granted by each spell for that round, not by <em>haste</em> doubling the extra actions from <em>time stop</em>. In the round you cast <em>time stop</em> you get the one extra action that <em>haste</em> grants that round plus the 1d4+1 "apparent" rounds of action that <em>time stop</em> grants. </p><p></p><p>I view it a little differently than KD does. The way I read it, only you are sped up by the <em>time stop</em>. Any spells you have cast before you cast <em>time stop</em> are not affected by the time stop, so only one round of their duration is passing. </p><p></p><p>Ex: Only one round of the <em>haste</em> duration is passing while you are in the "apparent' <em>time stop</em> rounds. Since you only get one extra action per round, you only get one extra partial action from the <em>haste</em>, but you would get the +4 AC for all your apparent rounds (not that you need it). </p><p></p><p>Things like <em>fly</em> and <em>water breathing</em> are trickier. If you had <em>fly</em> up, it would still grant you a 90 fly speed for each of the apparent rounds in <em>time stop</em>, because you get the fly speed for each round of it's duration, and only one round of your fly duration is passing (you are just doing a lot more in that one round). </p><p></p><p>This is a little different than the way I thought it would work the last time this came up. I now believe it should work this way to remain consistent with <em>haste</em>-type effects. Being <em>hasted</em> doesn't shorten the duration of your spells, and it will allow you to use the 90 speed from <em>fly</em> more than once in a round.</p></blockquote><p></p>
[QUOTE="Caliban, post: 128179, member: 284"] That's fine, if you don't play LC. Without that rule, [i]time stop[/i] made the game a joke. Whichever wizard get's initiative wins, period. Lot's of fun for everyone else. The LC ruling was made specifically as a balance issue because of frequent use of the spell by PC's and NPC's at high levels. Entirely aside from the LC ruling, I don't believe [i]haste[/i] will provide multiple extra actions on the round you cast [i]time stop[/i]. It's not so much that they don't stack, it's that the spells give two different (although similar) benefits and affect the PC in different ways. [b][/b] Exactly. You get a bunch of "apparent" rounds in one round. Haste gives you one extra partial action for each actual round. Both of them work, and they do "stack". But they stack by adding together the extra actions granted by each spell for that round, not by [i]haste[/i] doubling the extra actions from [i]time stop[/i]. In the round you cast [i]time stop[/i] you get the one extra action that [i]haste[/i] grants that round plus the 1d4+1 "apparent" rounds of action that [i]time stop[/i] grants. I view it a little differently than KD does. The way I read it, only you are sped up by the [i]time stop[/i]. Any spells you have cast before you cast [i]time stop[/i] are not affected by the time stop, so only one round of their duration is passing. Ex: Only one round of the [i]haste[/i] duration is passing while you are in the "apparent' [i]time stop[/i] rounds. Since you only get one extra action per round, you only get one extra partial action from the [i]haste[/i], but you would get the +4 AC for all your apparent rounds (not that you need it). Things like [i]fly[/i] and [i]water breathing[/i] are trickier. If you had [i]fly[/i] up, it would still grant you a 90 fly speed for each of the apparent rounds in [i]time stop[/i], because you get the fly speed for each round of it's duration, and only one round of your fly duration is passing (you are just doing a lot more in that one round). This is a little different than the way I thought it would work the last time this came up. I now believe it should work this way to remain consistent with [i]haste[/i]-type effects. Being [i]hasted[/i] doesn't shorten the duration of your spells, and it will allow you to use the 90 speed from [i]fly[/i] more than once in a round. [/QUOTE]
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