KarinsDad said:
The problem with this interpretation is that you gain the advantages of some spells within the Time Stop (e.g. Fly), but you do not gain the advantages of others (e.g. partial action of Haste).
Do you get the 1.5x jumping advantage of Haste?
]
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
time stop or something that only applies a limited number of times during the round you cast
time stop.
And yes, you would still get the 1.5x jumping advantage from
haste because that is an effect you gain for the entire round.
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Originally posted by Caliban
Look at it this way: If you cast fly and then haste on yourself and you are hasted for 6 rounds, is the duration of the fly spell reduced by 3 rounds because of the extra actions granted by haste? You are moving and acting faster after all. Considering that being hasted has no effect on the actual duration of any other spells you cast, I think the same logic would apply to time stop.
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And that’s fine. In my “no durations exist within Time Stop” interpretation, that is what happens.
You haven't responded to my point about haste. If
haste doesn't prevent you from getting extra uses of other spells without reducing their duration, why should
time stop?
“normal round”? “extra actions”?
Did I stutter?
What’s a normal round? What extra actions are you talking about?
A normal round is what happens when you aren't affected by
haste or
time stop 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,
time stop grants 1d4+1 extra "apparent" Standard/Full Actions during your normal round.
Are you saying that you get 1D4+1 extra sets of “rounds” that can be used as rounds for the purposes of standard and full round actions, but that they cannot be used as “rounds” for the purpose of the extra partial action of Haste? If so, why? Why is this a consistent interpretation of the rules?
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.
Why do you get the full benefits of Fly, but not the full benefits of Haste? Why do you get a free 5 rounds of Flying duration, but not the free 5 partial rounds of Haste?
I've already explained this, I'd rather not explain it all over again. Please read my previous posts.
The problem is that your solution is inconsistent. Which spells get which effects?
I do not believe my interpretation is inconsistent.
You have a Regenerate Serious Wounds spell on you before you cast Time Stop. You roll a 4 on the D4, so you heal up 15 more points than the Regenerate Serious Wounds spell is able to normally handle?
In this particular case I'm not sure. The
regenerate spell grant you the
fast healing ability, which states that you heal a certain number of points at the beginning of your turn.
Do each of the apparent rounds from
time stop 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
fast healing ability (not from a spell), would you heal up faster during the
time stop? If the answer is yes, then the
regenerate 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
time stop rounds.
If you get an extra potential 900 feet of movement from the Fly spell (double move) that it normally does not give you, you also get the extra 15 points from the Regenerate Serious Wounds spell.
Yes, 9th level spells can be nice that way.
So, which is it? Extra rounds or extra actions?
Yes.
The problem with this is that you have already used your move action with the Fly spell before casting Time Stop. Why would you get another 90 feet of movement within each “apparent round” within the Time Stop “loop”?
Why would you get an extra 90 feet of movement from the extra
haste partial action?
Well, you could only get them if it were extra actions (similar to the extra partial action from Haste) granted by Time Stop.
But, Time Stop does not grant extra actions. It grants extra rounds of which actions are a subset.
I believe that an "apparent round" is a Standard or Full Action within the context of the
time stop spell.
Hence, either:
1) All spells cast ON the caster of Time Stop before the Time Stop get ALL of their benefits for each round within Time Stop and they each lose duration, OR
Nope.
2) All spells cast ON the caster of Time Stop before the Time Stop get ALL of their benefits for each round within Time Stop and they each do not lose duration, OR
Nope.
3) All spells cast BY the caster of Time Stop before the Time Stop get ALL of their benefits for each round within Time Stop and they each lose duration, OR
Nope.
4) All spells cast BY the caster of Time Stop before the Time Stop get ALL of their benefits for each round within Time Stop and they each do not lose duration, OR
Nope.
5) All spells cast ON the caster of Time Stop before the Time Stop get NONE of their benefits for each round within Time Stop and they do not lose duration, OR
Nope.
6) SOME spells cast ON the caster of Time Stop before the Time Stop get SOME of their benefits for each round within Time Stop and those that do, do not lose duration.
Nope.
7) SOME spells cast ON the caster of Time Stop before the Time Stop get SOME of their benefits for each round within Time Stop and those that do, do lose duration.
Nope.
I prefer interpretation #5. You seem to prefer interpretation #6 (or is it #7? I cannot really tell).
None of the above.
I doubt anyone prefers interpretations #3 or #4.
The thing I do not like about #1 or #2 is that spells cast before Time Stop work, but ones cast during Time Stop do not. This seems inconsistent. My Resist Fire from before Time Stop works inside it, but my one cast in it does not. Hmmmm.
That's simple. The one you cast before the
time stop placed an effect on you. That effect doesn't disappear when you cast
time stop.
The one you cast during
time stop doesn't take effect until your
time stop ends.
The tricky part is how the
time stop interacts with the effects in place before you cast the
time stop.
The thing I do not like about #6 or #7 is that you have to make a ruling for every spell that comes along. This seems inconsistent as well.
No, you just have to make a consistent ruling on how
time stop 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
time stop rounds are happening
inside 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
time stop rounds.
Fly grants you a 90 speed for the entire round. You can use that 90 speed during each of the
time stop rounds.
Haste 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
time stop rounds.
Regenerate Critical Wounds grants you fast healing for the entire round. You can use that fast healing for each of the
time stop 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.)
Haste 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
time stop rounds.
Resist Elements blocks 12 points of damage per round. Since it's limited to 12 per round, you can't exceed that limit with the extra
time stop rounds (because they are happening inside 1 round of the
resist element spell's duration).