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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: 128352" data-attributes="member: 284"><p>I don't see that as a problem. It simply depends on where the advantage of the spell is something that applies for the full duration of the round you cast <em>time stop</em> or something that only applies a limited number of times during the round you cast <em>time stop</em>. </p><p></p><p>And yes, you would still get the 1.5x jumping advantage from <em>haste</em> because that is an effect you gain for the entire round. </p><p></p><p></p><p>You haven't responded to my point about haste. If <em>haste</em> doesn't prevent you from getting extra uses of other spells without reducing their duration, why should <em>time stop</em>?</p><p></p><p></p><p></p><p>Did I stutter? </p><p></p><p></p><p></p><p>A normal round is what happens when you aren't affected by <em>haste</em> or <em>time stop</em> effects. Anything that lets you act more than your normal Standard/Full Action is giving you extra actions. Haste grants one extra Partial Action per normal round, <em>time stop</em> grants 1d4+1 extra "apparent" Standard/Full Actions during your normal round. </p><p></p><p></p><p></p><p>It's very consistant, and I've explained it several times already. If we just start repeating ourselves, there is little point in continuing the discussion. </p><p></p><p></p><p></p><p>I've already explained this, I'd rather not explain it all over again. Please read my previous posts. </p><p></p><p></p><p></p><p>I do not believe my interpretation is inconsistent. </p><p></p><p></p><p></p><p>In this particular case I'm not sure. The <em>regenerate</em> spell grant you the <strong>fast healing</strong> ability, which states that you heal a certain number of points at the beginning of your turn. </p><p></p><p>Do each of the apparent rounds from <em>time stop</em> count as the beginning of your turn, or only the beginning of the round, before you cast the [/i]stop spell[/i]? </p><p></p><p>In other words, if you naturally had the <strong>fast healing</strong> ability (not from a spell), would you heal up faster during the <em>time stop</em>? If the answer is yes, then the <em>regenerate</em> spell would heal you up extra as well, without using up any extra duration. </p><p></p><p>For what it's worth, I think you would heal on each of the extra <em>time stop</em> rounds.</p><p></p><p></p><p></p><p>Yes, 9th level spells can be nice that way. </p><p></p><p></p><p></p><p>Yes. </p><p></p><p></p><p></p><p>Why would you get an extra 90 feet of movement from the extra <em>haste</em> partial action? </p><p></p><p></p><p></p><p>I believe that an "apparent round" is a Standard or Full Action within the context of the <em>time stop</em> spell. </p><p></p><p></p><p></p><p>Nope. </p><p></p><p></p><p></p><p>Nope. </p><p></p><p></p><p></p><p>Nope. </p><p></p><p></p><p></p><p>Nope.</p><p></p><p></p><p></p><p>Nope. </p><p></p><p></p><p></p><p>Nope.</p><p></p><p></p><p></p><p>Nope. </p><p></p><p></p><p></p><p>None of the above. </p><p></p><p></p><p></p><p>That's simple. The one you cast before the <em>time stop</em> placed an effect on you. That effect doesn't disappear when you cast <em>time stop</em>. </p><p></p><p>The one you cast during <em>time stop</em> doesn't take effect until your <em>time stop</em> ends. </p><p></p><p>The tricky part is how the <em>time stop</em> interacts with the effects in place before you cast the <em>time stop</em>. </p><p></p><p></p><p></p><p>No, you just have to make a consistent ruling on how <em>time stop</em> interacts with different types of effects. Then you see which type of effect the spell generates and follow the ruling. </p><p></p><p>One more try:</p><p></p><p>If the effect is a continous effect (the bonus or ability applies during the entire round), then it applies during every one of the "apparent" time stop rounds, because all of the <em>time stop</em> rounds are happening <strong>inside</strong> your normal round. </p><p></p><p>If the effect is something that applies a limited number of times during the round, then you cannot exceed that limit during the <em>time stop</em> rounds. </p><p></p><p><em>Fly</em> grants you a 90 speed for the entire round. You can use that 90 speed during each of the <em>time stop</em> rounds. </p><p></p><p><em>Haste</em> grants you +4 AC and x1.5 jumping distance for the entire round. You can use that +4 AC and x1.5 jumping distance during each of the <em>time stop</em> rounds. </p><p></p><p><em>Regenerate Critical Wounds</em> grants you fast healing for the entire round. You can use that fast healing for each of the <em>time stop</em> rounds. (Although I suppose you could interpret it as being limited to healing 4 points per "normal" round" instead of granting you the ability to heal for 4 points a round. However, I think it would heal you up on each of the "apparent" rounds as well.)</p><p></p><p><em>Haste</em> grants an extra partial action once per round, before or after your action. Since it's only once per round, you can't use it more often than that, even with the extra <em>time stop</em> rounds. </p><p></p><p><em>Resist Elements</em> blocks 12 points of damage per round. Since it's limited to 12 per round, you can't exceed that limit with the extra <em>time stop</em> rounds (because they are happening inside 1 round of the <em>resist element</em> spell's duration).</p></blockquote><p></p>
[QUOTE="Caliban, post: 128352, member: 284"] I don't see that as a problem. It simply depends on where the advantage of the spell is something that applies for the full duration of the round you cast [i]time stop[/i] or something that only applies a limited number of times during the round you cast [i]time stop[/i]. And yes, you would still get the 1.5x jumping advantage from [i]haste[/i] because that is an effect you gain for the entire round. [b][/b] You haven't responded to my point about haste. If [i]haste[/i] doesn't prevent you from getting extra uses of other spells without reducing their duration, why should [i]time stop[/i]? [b][/b] Did I stutter? [b][/b] A normal round is what happens when you aren't affected by [i]haste[/i] or [i]time stop[/i] effects. Anything that lets you act more than your normal Standard/Full Action is giving you extra actions. Haste grants one extra Partial Action per normal round, [i]time stop[/i] grants 1d4+1 extra "apparent" Standard/Full Actions during your normal round. [b][/b] It's very consistant, and I've explained it several times already. If we just start repeating ourselves, there is little point in continuing the discussion. [b][/b] I've already explained this, I'd rather not explain it all over again. Please read my previous posts. [b][/b] I do not believe my interpretation is inconsistent. [b][/b] In this particular case I'm not sure. The [i]regenerate[/i] spell grant you the [b]fast healing[/b] ability, which states that you heal a certain number of points at the beginning of your turn. Do each of the apparent rounds from [i]time stop[/i] count as the beginning of your turn, or only the beginning of the round, before you cast the [/i]stop spell[/i]? In other words, if you naturally had the [b]fast healing[/b] ability (not from a spell), would you heal up faster during the [i]time stop[/i]? If the answer is yes, then the [i]regenerate[/i] spell would heal you up extra as well, without using up any extra duration. For what it's worth, I think you would heal on each of the extra [i]time stop[/i] rounds. [b][/b] Yes, 9th level spells can be nice that way. [b][/b] Yes. [b][/b] Why would you get an extra 90 feet of movement from the extra [i]haste[/i] partial action? [b][/b] I believe that an "apparent round" is a Standard or Full Action within the context of the [i]time stop[/i] spell. [b][/b] Nope. [b][/b] Nope. [b][/b] Nope. [b][/b] Nope. [b][/b] Nope. [b][/b] Nope. [b][/b] Nope. [b][/b] None of the above. [b][/b] That's simple. The one you cast before the [i]time stop[/i] placed an effect on you. That effect doesn't disappear when you cast [i]time stop[/i]. The one you cast during [i]time stop[/i] doesn't take effect until your [i]time stop[/i] ends. The tricky part is how the [i]time stop[/i] interacts with the effects in place before you cast the [i]time stop[/i]. [b][/B] No, you just have to make a consistent ruling on how [i]time stop[/i] interacts with different types of effects. Then you see which type of effect the spell generates and follow the ruling. One more try: If the effect is a continous effect (the bonus or ability applies during the entire round), then it applies during every one of the "apparent" time stop rounds, because all of the [i]time stop[/i] rounds are happening [b]inside[/b] your normal round. If the effect is something that applies a limited number of times during the round, then you cannot exceed that limit during the [i]time stop[/i] rounds. [i]Fly[/i] grants you a 90 speed for the entire round. You can use that 90 speed during each of the [i]time stop[/i] rounds. [i]Haste[/i] grants you +4 AC and x1.5 jumping distance for the entire round. You can use that +4 AC and x1.5 jumping distance during each of the [i]time stop[/i] rounds. [i]Regenerate Critical Wounds[/i] grants you fast healing for the entire round. You can use that fast healing for each of the [i]time stop[/i] rounds. (Although I suppose you could interpret it as being limited to healing 4 points per "normal" round" instead of granting you the ability to heal for 4 points a round. However, I think it would heal you up on each of the "apparent" rounds as well.) [i]Haste[/i] grants an extra partial action once per round, before or after your action. Since it's only once per round, you can't use it more often than that, even with the extra [i]time stop[/i] rounds. [i]Resist Elements[/i] blocks 12 points of damage per round. Since it's limited to 12 per round, you can't exceed that limit with the extra [i]time stop[/i] rounds (because they are happening inside 1 round of the [i]resist element[/i] spell's duration). [/QUOTE]
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