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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: 128466" data-attributes="member: 2011"><p>You mean like Regenerate Critical Wounds that cures 4 points PER round?</p><p></p><p>Or do you mean like Resist Elements that protects up to 12 points PER round?</p><p></p><p>There is no difference between these spells. They are both spells that give X amount of something per round. Hence, they should both work the same. Since you keep claiming that they work differently, I do not think it is me that is being inconsistent.</p><p></p><p></p><p></p><p>See above.</p><p></p><p>The problem is that you view fast healing that a creature has as something that would kick in on every one of the “apparent rounds”. Hence, you think the spell which grants fast healing should do the same thing.</p><p></p><p>But, both of these (ability and spell) explicitly state “x points per round”, just like Resist Elements. Hence, the real problem here comes in with things like high level Wizard Trolls. Do they get the Regeneration once per “apparent round”, or once per “real round”?</p><p></p><p>Well, just like breathing while in Time Stop, your bodily functions should work the same, even if those functions derive from magical or supernatural powers. So, it would appear that a creature with Fast Healing or Regeneration should get it once per “apparent round”.</p><p></p><p>But, should is not the same as does. 5 points per round means 5 points per round.</p><p></p><p></p><p>Now, Fly is a different beast. Speed is handled per movement action, not per actual round (unless you are running and even that is debatable). Hence, you can use it every time you get a non-free action.</p><p></p><p></p><p>But, I think the bottom line here is the phrase “apparent round”.</p><p></p><p>If you really think about it, what are they saying?</p><p></p><p>You get 1D4+1 extra rounds. Period. You get them, nobody else does. You are moving so fast that in less than a millisecond, you get 12 to 30 seconds worth of time.</p><p></p><p>They are only <em>apparent</em> because only the caster can perceive them. The spell really is instantaneous.</p><p></p><p>The two reasons we are discussing this are:</p><p></p><p>1)The spell duration of any spell cast inside of these <em>apparent rounds</em> is not real. Things outside the caster do not perceive this speedup, only the caster does. Even his spells have not yet started (i.e. their duration has not yet started). The magic of a potion that he drinks has not yet started and does not kick in.</p><p></p><p>2) The Haste spell is unbalanced to begin with, so getting an extra partial action within each of these actions is unbalanced.</p><p></p><p>If you think about it, Time Stop should work with Haste just like it works with every other spell as per </p><p>Magus_Jerel’s interpretation or it should not work with any spell duration. It should either speed up all spells on the caster and suck away part of their duration, or Time Stop should be a single instant between ticks of the clock where no spells really work since they do not have enough “time” to work.</p><p></p><p>Your middle ground interpretation is more based on balance reasons than literal interpretation of the spell. You conveniently use the phrase <em>apparent rounds</em> to make it rounds when you want it to be rounds (Fly, Water Breathing) and to make it actions when you want it to be actions (Resist Elements).</p><p></p><p>For example, Speak With Dead. That is a continuous spell, but does it still work within Time Stop if cast beforehand? Does Spike Growth still do damage in the <em>apparent rounds</em>? Does Melf’s Acid Arrow continue to burn the caster within the Time Stop, or unlike burning oil, it is somehow neutralized? How about Repulsion? How many saves are required for it within the Time Stop? How about Invisibility Purge? As you walk past Invisible creatures, do they become visible for you, or does the magic not have time to work (remember, this spell affects the magic of others)? How about Vampiric Touch? Although it does not damage the creature until the end of the Time Stop, it is a continuous spell. Do you get the temporary hit points immediately within the Time Stop? </p><p></p><p>The problem is that you have to make rulings on each and every one of these and a boatload of others with your interpretation. Sometimes that’s easy, sometimes not.</p><p></p><p>On the other hand, with your interpretation, you would still be larger with Enlarge or Righteous Might or possibly a Polymorph spell.</p><p></p><p>But, that occurs with Magus_Jerel’s interpretation as well, so maybe with the exception of the balance issue of Haste, maybe his interpretation is best.</p><p></p><p>Haste is just so darn broken that Haste followed by Time Stop would basically be unstoppable.</p><p></p><p></p><p></p><p>Because they are different spells. Haste gives an extra partial action. Time Stop gives extra rounds. Two different things. Two different spells that give similar effects, but in a different manner.</p><p></p><p>Or, the simpler answer: It’s magic! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Btw, I think the stupid part of the spell is that fire and cold still damage you. That’s dumb. If I move my hand quickly over a lighter, I do not get burned. If you are moving faster than I can move my hand over the lighter, why would you get burned with Time Stop?</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 128466, member: 2011"] You mean like Regenerate Critical Wounds that cures 4 points PER round? Or do you mean like Resist Elements that protects up to 12 points PER round? There is no difference between these spells. They are both spells that give X amount of something per round. Hence, they should both work the same. Since you keep claiming that they work differently, I do not think it is me that is being inconsistent. See above. The problem is that you view fast healing that a creature has as something that would kick in on every one of the “apparent rounds”. Hence, you think the spell which grants fast healing should do the same thing. But, both of these (ability and spell) explicitly state “x points per round”, just like Resist Elements. Hence, the real problem here comes in with things like high level Wizard Trolls. Do they get the Regeneration once per “apparent round”, or once per “real round”? Well, just like breathing while in Time Stop, your bodily functions should work the same, even if those functions derive from magical or supernatural powers. So, it would appear that a creature with Fast Healing or Regeneration should get it once per “apparent round”. But, should is not the same as does. 5 points per round means 5 points per round. Now, Fly is a different beast. Speed is handled per movement action, not per actual round (unless you are running and even that is debatable). Hence, you can use it every time you get a non-free action. But, I think the bottom line here is the phrase “apparent round”. If you really think about it, what are they saying? You get 1D4+1 extra rounds. Period. You get them, nobody else does. You are moving so fast that in less than a millisecond, you get 12 to 30 seconds worth of time. They are only [i]apparent[/i] because only the caster can perceive them. The spell really is instantaneous. The two reasons we are discussing this are: 1)The spell duration of any spell cast inside of these [i]apparent rounds[/i] is not real. Things outside the caster do not perceive this speedup, only the caster does. Even his spells have not yet started (i.e. their duration has not yet started). The magic of a potion that he drinks has not yet started and does not kick in. 2) The Haste spell is unbalanced to begin with, so getting an extra partial action within each of these actions is unbalanced. If you think about it, Time Stop should work with Haste just like it works with every other spell as per Magus_Jerel’s interpretation or it should not work with any spell duration. It should either speed up all spells on the caster and suck away part of their duration, or Time Stop should be a single instant between ticks of the clock where no spells really work since they do not have enough “time” to work. Your middle ground interpretation is more based on balance reasons than literal interpretation of the spell. You conveniently use the phrase [i]apparent rounds[/i] to make it rounds when you want it to be rounds (Fly, Water Breathing) and to make it actions when you want it to be actions (Resist Elements). For example, Speak With Dead. That is a continuous spell, but does it still work within Time Stop if cast beforehand? Does Spike Growth still do damage in the [i]apparent rounds[/i]? Does Melf’s Acid Arrow continue to burn the caster within the Time Stop, or unlike burning oil, it is somehow neutralized? How about Repulsion? How many saves are required for it within the Time Stop? How about Invisibility Purge? As you walk past Invisible creatures, do they become visible for you, or does the magic not have time to work (remember, this spell affects the magic of others)? How about Vampiric Touch? Although it does not damage the creature until the end of the Time Stop, it is a continuous spell. Do you get the temporary hit points immediately within the Time Stop? The problem is that you have to make rulings on each and every one of these and a boatload of others with your interpretation. Sometimes that’s easy, sometimes not. On the other hand, with your interpretation, you would still be larger with Enlarge or Righteous Might or possibly a Polymorph spell. But, that occurs with Magus_Jerel’s interpretation as well, so maybe with the exception of the balance issue of Haste, maybe his interpretation is best. Haste is just so darn broken that Haste followed by Time Stop would basically be unstoppable. Because they are different spells. Haste gives an extra partial action. Time Stop gives extra rounds. Two different things. Two different spells that give similar effects, but in a different manner. Or, the simpler answer: It’s magic! :) Btw, I think the stupid part of the spell is that fire and cold still damage you. That’s dumb. If I move my hand quickly over a lighter, I do not get burned. If you are moving faster than I can move my hand over the lighter, why would you get burned with Time Stop? [/QUOTE]
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