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I heard that there is a "fix" to Time Stop...
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<blockquote data-quote="KarinsDad" data-source="post: 128255" data-attributes="member: 2011"><p>I think the balance issue not withstanding, I do not like the LC rulings either.</p><p></p><p>My high level Cleric with the Trickery domain casts Time Stop.</p><p></p><p>If he casts Cure Critical Wounds on a human, it works when the Time Stop is over.</p><p></p><p>If he casts Cure Critical Wounds on an undead, it does not work.</p><p></p><p>I dislike inconsistencies like these.</p><p></p><p></p><p>I prefer a solution which takes into account that the PCs and NPCs are high level.</p><p></p><p>For example, if they made the Counterspell, AoO, and Cast Defensively rules better, this would be less of a problem.</p><p></p><p>Counterspell: You can cast Dispel Magic, Greater Dispel Magic, the counter of a spell (Slow vs. Slow) or the opposite of a spell (Haste vs. Slow) as a free action once per round outside of your turn. To do this, you must use up your (typically) one free AoO per round (i.e. if you have already used it, you cannot do this). Plus, you use up a partial action for the next round, leaving you with only a move equivalent and free actions in the following round. You can cast one of these countering spells at any time but, they will only counter a spell, they cannot be cast normally and have a normal effect. In other words, you cannot Slow an opponent or Dispel the spells already up on him with counterspelling.</p><p></p><p>AoO: You can throw a weapon once per round outside of your turn. To do this, you must use up your (typically) one free AoO per round. You cannot fire a bow, but you can throw it.</p><p></p><p>Cast Defensively: If you miss your roll, opponents get normal AoOs against you but you do not necessarily lose the spell. If you make your roll, your total result sets a Reflex DC for opponents to still get AoOs against you.</p><p></p><p>So, almost anyone could attempt to do some damage and force a Concentration roll. Granted, high level spell casters have large modifiers to their Concentration rolls, but high level characters also tend to have decent damage.</p><p></p><p>The advantages of this type of solution is that more characters would use throwing weapons instead of projectile weapons (which totally dominate), more characters would want to boost their Reflex saves, counterspelling will have some real teeth to it, and more characters who are not full blown spell casters would at least attempt to have a few ranks in Spellcraft.</p><p></p><p>Some people may think that this might give spell casters too much of an advantage, but I think having worthless counterspell rules in the first place is the real problem being addressed here.</p><p></p><p>YMMV, but I prefer good clean consistent rules as opposed to hacks for individual spells.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 128255, member: 2011"] I think the balance issue not withstanding, I do not like the LC rulings either. My high level Cleric with the Trickery domain casts Time Stop. If he casts Cure Critical Wounds on a human, it works when the Time Stop is over. If he casts Cure Critical Wounds on an undead, it does not work. I dislike inconsistencies like these. I prefer a solution which takes into account that the PCs and NPCs are high level. For example, if they made the Counterspell, AoO, and Cast Defensively rules better, this would be less of a problem. Counterspell: You can cast Dispel Magic, Greater Dispel Magic, the counter of a spell (Slow vs. Slow) or the opposite of a spell (Haste vs. Slow) as a free action once per round outside of your turn. To do this, you must use up your (typically) one free AoO per round (i.e. if you have already used it, you cannot do this). Plus, you use up a partial action for the next round, leaving you with only a move equivalent and free actions in the following round. You can cast one of these countering spells at any time but, they will only counter a spell, they cannot be cast normally and have a normal effect. In other words, you cannot Slow an opponent or Dispel the spells already up on him with counterspelling. AoO: You can throw a weapon once per round outside of your turn. To do this, you must use up your (typically) one free AoO per round. You cannot fire a bow, but you can throw it. Cast Defensively: If you miss your roll, opponents get normal AoOs against you but you do not necessarily lose the spell. If you make your roll, your total result sets a Reflex DC for opponents to still get AoOs against you. So, almost anyone could attempt to do some damage and force a Concentration roll. Granted, high level spell casters have large modifiers to their Concentration rolls, but high level characters also tend to have decent damage. The advantages of this type of solution is that more characters would use throwing weapons instead of projectile weapons (which totally dominate), more characters would want to boost their Reflex saves, counterspelling will have some real teeth to it, and more characters who are not full blown spell casters would at least attempt to have a few ranks in Spellcraft. Some people may think that this might give spell casters too much of an advantage, but I think having worthless counterspell rules in the first place is the real problem being addressed here. YMMV, but I prefer good clean consistent rules as opposed to hacks for individual spells. [/QUOTE]
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