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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: 129589" data-attributes="member: 2011"><p>Err, no need for jabs Caliban. I too sometimes get frustrated when someone doesn’t agree with me or appear to understand my point of view, but …</p><p></p><p>“Regenerate Critical Wounds: This spell is the same as regenerate light wounds except it grants fast healing at the rate of 4 hits points per round.”</p><p></p><p>“Regenerate Light Wounds: The subject heals 1 hit point per round of such damage until the spell ends …”</p><p></p><p>“Fast Healing: The creature regains hit points at an exceptionally fast rate, usually 1 or more hit points per round.”</p><p></p><p>I understood your subtle point. I just think that literally, it does not hold up. Nowhere in the game is there a difference between the x points per round of the fast healing ability and the x points per round of a Melf’s Acid Arrow or the x points per round of anything else. It does not matter that one is an ability and the other is a spell.</p><p></p><p>They both do something <em>per round</em>. You are stretching to indicate that there is a real difference between the two within the rules.</p><p></p><p>Either the rounds within Time Stop are real rounds and the only thing is that new magic cannot start yet (i.e. any spell duration on you gets lost, but at the same time, still works), or they are fake rounds where your real round and everything related to it is the original round (i.e. you get one x per round in the entire round for x per round effects), or you are totally outside the world of magic and can get no magical effects at all.</p><p></p><p>I really think this middle ground approach of yours is more difficult to adjudicate since it has several special rules to it. They may sound simple on the surface, but you still have to think about it when the Time Stopped Wizard walks into a Repulsion field. How many saves does he have to make to stay there while Time Stopped? One or a D4+1? Not quite so easy anymore, is it?</p><p></p><p></p><p></p><p>It is only inconsistent if you consider them to be the exact same type of magic (and yes, I do understand that they are both transmutation spells).</p><p></p><p>But, since one adds a partial action and the other adds full blown rounds, to me it’s conceivable to consider them different types of magic. They have totally different effects, hence, they could affect other spells differently.</p><p></p><p>Haste could be considered to speed you up, but not affect time at all (from your point of view). In other words, you are affected, time is not.</p><p></p><p>Time Stop could be considered to not speed you up at all, but rather give you more time at the same speed (from your point of view). In other words, you are not affected (directly), you are just given more time.</p><p></p><p>One strong argument for why this is the case is that Haste increases your jumping distance and Time Stop does not.</p><p></p><p>So, if faced with a pit that is just beyond your ability to jump, Haste might get you over it. Time Stop will not. It does not matter how much faster you are Time Stopped, you still attempt to jump over the pit and you still end up in it. You cannot assume that gravity works differently while Time Stopped.</p><p></p><p>So, Haste is like Expeditious Retreat in that you are moving quicker (and ER also increases your jumping ability). Time Stop is more like you step out of time, into another <em>dimension of time</em> do a bunch of stuff, and then step back in. But, the duration of any of your magic does not go out there with you.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 129589, member: 2011"] Err, no need for jabs Caliban. I too sometimes get frustrated when someone doesn’t agree with me or appear to understand my point of view, but … “Regenerate Critical Wounds: This spell is the same as regenerate light wounds except it grants fast healing at the rate of 4 hits points per round.” “Regenerate Light Wounds: The subject heals 1 hit point per round of such damage until the spell ends …” “Fast Healing: The creature regains hit points at an exceptionally fast rate, usually 1 or more hit points per round.” I understood your subtle point. I just think that literally, it does not hold up. Nowhere in the game is there a difference between the x points per round of the fast healing ability and the x points per round of a Melf’s Acid Arrow or the x points per round of anything else. It does not matter that one is an ability and the other is a spell. They both do something [i]per round[/i]. You are stretching to indicate that there is a real difference between the two within the rules. Either the rounds within Time Stop are real rounds and the only thing is that new magic cannot start yet (i.e. any spell duration on you gets lost, but at the same time, still works), or they are fake rounds where your real round and everything related to it is the original round (i.e. you get one x per round in the entire round for x per round effects), or you are totally outside the world of magic and can get no magical effects at all. I really think this middle ground approach of yours is more difficult to adjudicate since it has several special rules to it. They may sound simple on the surface, but you still have to think about it when the Time Stopped Wizard walks into a Repulsion field. How many saves does he have to make to stay there while Time Stopped? One or a D4+1? Not quite so easy anymore, is it? It is only inconsistent if you consider them to be the exact same type of magic (and yes, I do understand that they are both transmutation spells). But, since one adds a partial action and the other adds full blown rounds, to me it’s conceivable to consider them different types of magic. They have totally different effects, hence, they could affect other spells differently. Haste could be considered to speed you up, but not affect time at all (from your point of view). In other words, you are affected, time is not. Time Stop could be considered to not speed you up at all, but rather give you more time at the same speed (from your point of view). In other words, you are not affected (directly), you are just given more time. One strong argument for why this is the case is that Haste increases your jumping distance and Time Stop does not. So, if faced with a pit that is just beyond your ability to jump, Haste might get you over it. Time Stop will not. It does not matter how much faster you are Time Stopped, you still attempt to jump over the pit and you still end up in it. You cannot assume that gravity works differently while Time Stopped. So, Haste is like Expeditious Retreat in that you are moving quicker (and ER also increases your jumping ability). Time Stop is more like you step out of time, into another [i]dimension of time[/i] do a bunch of stuff, and then step back in. But, the duration of any of your magic does not go out there with you. [/QUOTE]
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I heard that there is a "fix" to Time Stop...
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