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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: 128224" data-attributes="member: 2011"><p>Why does one round pass for other spells though?</p><p></p><p>I’m playing a 20th level Wizard. On round one, I cast Acid Fog on some enemies. It lasts 20 rounds.</p><p></p><p>On Round two, I move 30 feet and cast Time Stop.</p><p></p><p>Just before my turn on Round 21, the Acid Fog ends, just like always. It does not matter that I cast Time Stop.</p><p></p><p>Different example:</p><p></p><p>I’m playing a 20th level Wizard. On round one, I cast Displacement on myself. It lasts 20 rounds.</p><p></p><p>On Round two, I move 30 feet and cast Time Stop.</p><p></p><p>Just before my turn on Round 21, the Displacement ends, just like always. It does not matter that I cast Time Stop.</p><p></p><p>Correct?</p><p></p><p>Since I moved and cast Time Stop, there was no round “inside the Time Stop rounds” for which the Displacement existed.</p><p></p><p>Either its duration works inside Time Stop in which case you get 1D4+1 rounds of the Displacement used up, or its duration does not work inside Time Stop.</p><p></p><p>Nothing indicates that you get one rounds worth of Displacement within the Time Stop and hence, the Displacement ends just before my turn on Round 20.</p><p></p><p></p><p></p><p>Zero rounds are passing while you are in the “apparent” time stop.</p><p></p><p>Why?</p><p></p><p>Because as per my example above, you have already moved and cast a spell this round. You have no round left for a spell duration to expire. If the spell’s duration expires within the Time Stop, 1D4+1 rounds of it expire, not 1.</p><p></p><p></p><p></p><p>Ah, but if you get 5 rounds of Fly (if you roll a 4 on the D4), then you suck up 5 rounds of Fly’s duration. Just like you would suck up 5 rounds of Displacement.</p><p></p><p>This is ok, but it begs the question: Why do spell that you cast within Time Stop not start their duration until you leave, but spells they you cast before Time Stop have their duration extend into it?</p><p></p><p>This does not seem to make much sense. Yes, you can say that it is magic, so it works however the designer wrote it (chuckle). But, I prefer consistency.</p><p></p><p></p><p></p><p>You are damned if you do, damned if you do not.</p><p></p><p>Either all spells work inside of the Time Stop, or none do.</p><p></p><p>Personally, I think none do.</p><p></p><p>Then, I do not have the problem with the Fly spell giving me 5 rounds of 90’ movement , but Haste not giving me 5 additional partial actions.</p><p></p><p>I prefer consistency over differing rulings based on some on the fly guesswork as to which spells do and which do not work within it.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 128224, member: 2011"] Why does one round pass for other spells though? I’m playing a 20th level Wizard. On round one, I cast Acid Fog on some enemies. It lasts 20 rounds. On Round two, I move 30 feet and cast Time Stop. Just before my turn on Round 21, the Acid Fog ends, just like always. It does not matter that I cast Time Stop. Different example: I’m playing a 20th level Wizard. On round one, I cast Displacement on myself. It lasts 20 rounds. On Round two, I move 30 feet and cast Time Stop. Just before my turn on Round 21, the Displacement ends, just like always. It does not matter that I cast Time Stop. Correct? Since I moved and cast Time Stop, there was no round “inside the Time Stop rounds” for which the Displacement existed. Either its duration works inside Time Stop in which case you get 1D4+1 rounds of the Displacement used up, or its duration does not work inside Time Stop. Nothing indicates that you get one rounds worth of Displacement within the Time Stop and hence, the Displacement ends just before my turn on Round 20. Zero rounds are passing while you are in the “apparent” time stop. Why? Because as per my example above, you have already moved and cast a spell this round. You have no round left for a spell duration to expire. If the spell’s duration expires within the Time Stop, 1D4+1 rounds of it expire, not 1. Ah, but if you get 5 rounds of Fly (if you roll a 4 on the D4), then you suck up 5 rounds of Fly’s duration. Just like you would suck up 5 rounds of Displacement. This is ok, but it begs the question: Why do spell that you cast within Time Stop not start their duration until you leave, but spells they you cast before Time Stop have their duration extend into it? This does not seem to make much sense. Yes, you can say that it is magic, so it works however the designer wrote it (chuckle). But, I prefer consistency. You are damned if you do, damned if you do not. Either all spells work inside of the Time Stop, or none do. Personally, I think none do. Then, I do not have the problem with the Fly spell giving me 5 rounds of 90’ movement , but Haste not giving me 5 additional partial actions. I prefer consistency over differing rulings based on some on the fly guesswork as to which spells do and which do not work within it. [/QUOTE]
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I heard that there is a "fix" to Time Stop...
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