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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: 129003" data-attributes="member: 3940"><p>A quickened spell - in and of itself is an action.</p><p></p><p>It COULD be a reaction - and would have to be done "in response to" another situation in this case.</p><p></p><p>the text states "in conjunction with another action"...</p><p></p><p>this "clear implication" does not follow - as the words "that you initiate" are not present.</p><p></p><p>now - before you go off screaming that the whole idea is "over-powered" - think about it for a moment.</p><p></p><p>1. I have to be at LEAST 9th level to even THINK about quickening a spell at all - and even then only a first level spell.</p><p></p><p>2. Sure - a quickened spell can do a lot... but when you consider that a quickened "fireball"- uses a seventh level spell slot - on a par with limited wish - you would HOPE that they could do a lot.</p><p></p><p>3. The idea that you can only "act" on "your turn" at all is bogus. you can and do "take actions" - but you don't INITIATE them. That is why it is called initiative and not turn order.</p><p></p><p>4. If I COULD do this - it sure as heck would go a very long way to stopping much of the problem that is evident with LC ... yes?</p><p></p><p>In short - under the "interpretation" that I am "proposing" - to start something you have to have the initiative, but if you don't have the initiative you can only react. You can take a free action as a REACTION to something someone else does.</p><p></p><p></p><p>There is a poem with a very famous British Poem with a set of lines...</p><p></p><p>ours is not to reason why -</p><p>ours is but to do and die -</p><p>and so in went the six-hundred.</p><p></p><p>The mentality which you are taking - is identical to that of those six-hundred soldiers. There are times where what is NOT said is just as critical as what IS said. Sometimes rules are stated redundantly - but sometimes - the fact that there is no prohibition in and of itself is critical to the idea of "balancing the game".</p><p></p><p>You can get three spells a "round" as is - and since your opponent can't do anything to defend - guess what... three spells of that is sufficent to ERADICATE a PC's. The fact that people used time stop just made it easier - because you could get a whole lot more than three spells -</p><p>heck, using multiple time stops - you could cast every spell you had and then teleport away.</p><p></p><p>If you take this interpretation - in ANY campaign setting - the moment your wizard has Time Stop - the game is over. The wizard can just blast away all opposition before it can act.</p><p></p><p>Scry - teleport without error in - Time Stop... throw spells. by the time the time stop is over, said wizard is long gone. Countermeasures Possible? NONE WHATSOEVER.</p><p></p><p>The fact that quickened spell as a feat is around, and my view of acceptable use - has a tendency to prevent this.</p></blockquote><p></p>
[QUOTE="Magus_Jerel, post: 129003, member: 3940"] A quickened spell - in and of itself is an action. It COULD be a reaction - and would have to be done "in response to" another situation in this case. the text states "in conjunction with another action"... this "clear implication" does not follow - as the words "that you initiate" are not present. now - before you go off screaming that the whole idea is "over-powered" - think about it for a moment. 1. I have to be at LEAST 9th level to even THINK about quickening a spell at all - and even then only a first level spell. 2. Sure - a quickened spell can do a lot... but when you consider that a quickened "fireball"- uses a seventh level spell slot - on a par with limited wish - you would HOPE that they could do a lot. 3. The idea that you can only "act" on "your turn" at all is bogus. you can and do "take actions" - but you don't INITIATE them. That is why it is called initiative and not turn order. 4. If I COULD do this - it sure as heck would go a very long way to stopping much of the problem that is evident with LC ... yes? In short - under the "interpretation" that I am "proposing" - to start something you have to have the initiative, but if you don't have the initiative you can only react. You can take a free action as a REACTION to something someone else does. There is a poem with a very famous British Poem with a set of lines... ours is not to reason why - ours is but to do and die - and so in went the six-hundred. The mentality which you are taking - is identical to that of those six-hundred soldiers. There are times where what is NOT said is just as critical as what IS said. Sometimes rules are stated redundantly - but sometimes - the fact that there is no prohibition in and of itself is critical to the idea of "balancing the game". You can get three spells a "round" as is - and since your opponent can't do anything to defend - guess what... three spells of that is sufficent to ERADICATE a PC's. The fact that people used time stop just made it easier - because you could get a whole lot more than three spells - heck, using multiple time stops - you could cast every spell you had and then teleport away. If you take this interpretation - in ANY campaign setting - the moment your wizard has Time Stop - the game is over. The wizard can just blast away all opposition before it can act. Scry - teleport without error in - Time Stop... throw spells. by the time the time stop is over, said wizard is long gone. Countermeasures Possible? NONE WHATSOEVER. The fact that quickened spell as a feat is around, and my view of acceptable use - has a tendency to prevent this. [/QUOTE]
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I heard that there is a "fix" to Time Stop...
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