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I heard that there is a "fix" to Time Stop...
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<blockquote data-quote="Magus_Jerel" data-source="post: 131341" data-attributes="member: 3940"><p>um - slight problem here...</p><p></p><p>Delayed blast fireball.</p><p>Use the greater rod item from TaB that lets you maximize any spell 3x daily.</p><p></p><p>100d6 fire damage....</p><p></p><p>energy substitution or delay spell feat needed for added variety.</p><p></p><p>I hate to say it - but this proposed "fix" won't work. Either you are forced to do take the illogical path that LC does - or be a bit more... literal with the text concerning free actions and how initiative works. Check out some of the text related to simultinaeity in the DMG - and you might get it a bit better. I have defended the possibility of the "quickened spell solution" to the death already - and am not about to continue it when I get assulted for it every single time. </p><p></p><p>As Aggemam said - it is one of those "basic assumptions one makes that we would think you don't need to point out". It is also - as I see it here - a wrong assumption. Read some of Aggemam's posts - not "falling" until it is - your turn? How logical and reasonable do they sound?</p><p></p><p>Even if you ban the item needed to ensure you know just how much time you will have under Time Stop to set up this situation - you are still going to be faced with this when you run into epic level gaming folks. If you aren't used to running high level campaings that have wizards around - people will tend to make these sorts of rulings and not realize the implications.</p><p></p><p>D and D is wonderful - and was principally designed for - characters in the first thru tenth level ranges. Most of the monsters in the MM are geared towards these types of characters. Once you get over 10th level - you start getting into Demons, Devils, Celestials, and Dragons.</p><p></p><p>I was a munchkin kid for WAY too long - and had too much fun messing with the game when the GM wasn't thinking about things to throw monkeywrenches into well laid plans and rules. I got to change characters that way - when a power or two got unbalanced - I would turn the character over and build something else. I'm sorry - but I have been punching holes in people's ways of thinking for way to long NOT to tell you this. </p><p></p><p>It is for that reason - that my players find that I make an awesome referee. When push comes to shove - I can out min/max - or find a hole in - just about any rule or character concept that exists. If they min/max too much - they know full well that I will find and hit their "min" if they get abusive of the rules - or apparent holes in the rules. My campagn setting - and storytelling, have developed over time, but my understanding of the rules has been there since day one.</p><p></p><p>With the advent of third edition - I finally got to do something. I got to tell all of these wonderful people who are great players but bad referees something. I have seen these books for just as long as you have - so while you might be better at role-playing - there is no way you could possibly be a better "more experienced" referee with this set of rules. Its your game - and you may never run into someone who would see this "loophole" - and be deliberately malicious and use it in an adventure to demonstrate it to you in game "Proof of Concept style".</p><p></p><p>I hate to say it - but I was once one of those players. I see in some of you folks the same mentality that I saw in those GM's; and that worries me. I wouldn't want someone like what I once was coming in and ruining your adventure, or evening. There are things that seem insignificant and trivial - ways of thinking that so many players hold as residual from the first and second editions of the game. It biases you...</p><p></p><p></p><p></p><p>Am I a prophet - no... I have just been doing this long enough to tell you that the can of worms you are opening up by taking this route is going to get real ugly real fast if you ever do run high level/epic adventures.</p></blockquote><p></p>
[QUOTE="Magus_Jerel, post: 131341, member: 3940"] um - slight problem here... Delayed blast fireball. Use the greater rod item from TaB that lets you maximize any spell 3x daily. 100d6 fire damage.... energy substitution or delay spell feat needed for added variety. I hate to say it - but this proposed "fix" won't work. Either you are forced to do take the illogical path that LC does - or be a bit more... literal with the text concerning free actions and how initiative works. Check out some of the text related to simultinaeity in the DMG - and you might get it a bit better. I have defended the possibility of the "quickened spell solution" to the death already - and am not about to continue it when I get assulted for it every single time. As Aggemam said - it is one of those "basic assumptions one makes that we would think you don't need to point out". It is also - as I see it here - a wrong assumption. Read some of Aggemam's posts - not "falling" until it is - your turn? How logical and reasonable do they sound? Even if you ban the item needed to ensure you know just how much time you will have under Time Stop to set up this situation - you are still going to be faced with this when you run into epic level gaming folks. If you aren't used to running high level campaings that have wizards around - people will tend to make these sorts of rulings and not realize the implications. D and D is wonderful - and was principally designed for - characters in the first thru tenth level ranges. Most of the monsters in the MM are geared towards these types of characters. Once you get over 10th level - you start getting into Demons, Devils, Celestials, and Dragons. I was a munchkin kid for WAY too long - and had too much fun messing with the game when the GM wasn't thinking about things to throw monkeywrenches into well laid plans and rules. I got to change characters that way - when a power or two got unbalanced - I would turn the character over and build something else. I'm sorry - but I have been punching holes in people's ways of thinking for way to long NOT to tell you this. It is for that reason - that my players find that I make an awesome referee. When push comes to shove - I can out min/max - or find a hole in - just about any rule or character concept that exists. If they min/max too much - they know full well that I will find and hit their "min" if they get abusive of the rules - or apparent holes in the rules. My campagn setting - and storytelling, have developed over time, but my understanding of the rules has been there since day one. With the advent of third edition - I finally got to do something. I got to tell all of these wonderful people who are great players but bad referees something. I have seen these books for just as long as you have - so while you might be better at role-playing - there is no way you could possibly be a better "more experienced" referee with this set of rules. Its your game - and you may never run into someone who would see this "loophole" - and be deliberately malicious and use it in an adventure to demonstrate it to you in game "Proof of Concept style". I hate to say it - but I was once one of those players. I see in some of you folks the same mentality that I saw in those GM's; and that worries me. I wouldn't want someone like what I once was coming in and ruining your adventure, or evening. There are things that seem insignificant and trivial - ways of thinking that so many players hold as residual from the first and second editions of the game. It biases you... Am I a prophet - no... I have just been doing this long enough to tell you that the can of worms you are opening up by taking this route is going to get real ugly real fast if you ever do run high level/epic adventures. [/QUOTE]
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I heard that there is a "fix" to Time Stop...
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