Artoomis
First Post
CRGreathouse said:#21's "Best Advice" never actually states the advice, merely restating the problem.
The advice is contained in the words after "ANSWER", but I agree it needs a big rewrite.
CRGreathouse said:#21's "Best Advice" never actually states the advice, merely restating the problem.
Artoomis said:"Harping on semantics?" You made a clear an unequivocal statement - no semantics about it. Yes, I was having a little fun, but I certainly was not "harping on semantics." It seems that when you get exacting about language its just a good, legitimate point, but if I do it I'm harping on semantics Ah, well, moving on...
Anyway, the whole issue come down to when are touch attacks (and ranged touch attacks) like weapons, and when are they not like weapons. Obviously it varies by situation.
For example, touch attacks are like weapons when it comes to not provoking an AoO for an unarmed attack. Ranged touch attacks, however, are not like weapons when it come to provoking an AoO for using a ranged weapon.
You think they count as weapons for Coup de Grace, I do not.
Clearly, neither of use really believes they are weapons for all purposes, or that anything that does damage, requires an attack roll and can critical is a weapon for all purposes.
My actual serious point to make is that such things as improved unarmed attack, touch attacks and ranged touch attacks sometimes count as weapons and sometimes do not. It's not always clear from the rules which they should be, or even what the intent of the writers/editors was in any particular circumstance.
That, I think, is something on which we can agree.
I think I need a new item in my Guide that specifically addresses when an unarmed attack of one sort or another is considered the same as if you were armed with a weapon. That should be worthy of a pretty good entry in there, I should think.
Caliban said:
Literally, you get 1d4+1 "apparent" rounds, you do not get 1d4+1 normal rounds. That is the crux of the issue.
While the time stop is in effect, other creatures are invulnerable to the character's attacks and spells; however, the character can create spell effects and leave them to take effect when the time stop spell ends
Artoomis said:
For a number of reasons, both for game balance and common sense, I will use #1 as "My Best Advice." If you don't, casting spells in combat quickly becomes a gimmie, and it is supposed to have some risk. Also, it won't come up often - how many times to multiple characters attempt to interrupt a spell from one spellcaster?
KarinsDad said:
Actually, I now agree with you (now ).
Time Stop/Haste is not ambiguous, but it is obscure (for dense people like myself).
Having not read the original thread on this, I missed the argument that basically, no spells work within the confines of Time Stop. No spells cast during it and no spells cast before it.
from the SRD:
Eversmoking Bottle
This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a spread of 50 feet in 1 round. If the bottle is left unstoppered, the smoke spreads another 10 feet per round until it has spread 100 feet. This area remains smoke-filled until the eversmoking bottle is stoppered. The bottle must be resealed by a command word, after which the smoke dissipates normally.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, pyrotechnics; Market Price: 5,200 gp; Weight: 1 lb.
from the SRD:
Smoke
A character who breathes heavy smoke must make a Fortitude saving throw each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for two consecutive rounds takes 1d6 points of subdual damage.
Smoke obscures vision, giving one-half concealment (20% miss chance) to characters within it.
from the SRD:
Pyrotechnics
...snip spelldata...
Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version the character chooses.
...snip Firedata...
Smoke Cloud: The smoke is a writhing stream of smoke billowing out from the source and forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud suffer –4 penalties to Strength and Dexterity scores (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the character leaves the area of the cloud. Spell resistance does not apply.
Caliban said:
I don't think they stop working, I just think you only get one round worth of effects out of them during the time stop (because while 1d4+1 rounds are passing for you, only one round is passing for the spell).
KarinsDad said:
So, you would get the +4 AC (not that you will need it) and 1.5x jumping ability from the Haste, but not the extra partial action.
And, you get one round's worth of 1.5x jumping distance, not 1D4+1 rounds.
Caliban said:
You get the partial action, but you only get it once, becuase it only applies once per round. I think it would be before or after you took the time stop rounds, but there probably isn't any practical difference as to when you take it.
Caliban said:
The 1.5 x jumping distance, probably only applies to one jump, but I could also see you ruling that it isn't limited to once per round and thus would apply to all your "apparent rounds". Like I said, it can be hard to adjudicate some of the details. I really wish they had playtested the higher level spells better.