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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: 129763" data-attributes="member: 2011"><p>Yeah, that was a fairly stupid example on my part. I was thinking that Repulsion gave a save once per round and didn’t look it up. <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>Grease is a better example.</p><p></p><p>Shouldn’t the area be slippery for every set of movement within the Time Stop?</p><p></p><p>Well, Grease does not affect the abilities of the Time Stopped caster. It is an external spell. Even more external than Resist Elements which at least affects the caster directly.</p><p></p><p>What about Stinking Cloud? Well, Time Stop explicitly says that harmful gas affects you normally, but it does not say whether it affects you for 1 round or 1D4+1 rounds.</p><p></p><p>How about the Poison spell or normal poison? Is this affecting your ability and does it occur quicker? One minute minus 1D4-1 rounds later? Or, are you basically immune to the poison in your system until you come back out?</p><p></p><p>Etc.</p><p></p><p>The point is that it is a bit of a pain in the butt to attempt to consistently adjudicate these with your ruling. You have to stop and think (at least I do) on every scenario and figure it out. It’s much easier and consistent if you go to one extreme or the other. The extra rounds are real, or the extra rounds are illusory. Everything affects you as if it was real rounds and durations are decreased, or nothing affects you (with the possible exception of fire, cold, gas that they call out) and the only real time is outside of the <em>time bubble</em>, hence, no duration decreases.</p><p></p><p>Both of these are a piece of cake to adjudicate (at least, I cannot think of a problem with them).</p><p></p><p></p><p></p><p>Hmmm.</p><p></p><p>Sounds like an evasion and not very pertinent to the discussion.</p><p></p><p>Both Expeditious Retreat and Haste speed up the character and increase his movement (directly and indirectly respectively) and increase his jump rate. Both ER and Haste allow you to Bull Rush an opponent or affect him in other ways.</p><p></p><p>Time Stop indirectly increases the movement, but does not increase the jump rate at all. Time Stop does not allow you to Bull Rush an opponent or affect him in any other way.</p><p></p><p>The first two seem like they actually move the character faster.</p><p></p><p>The last one seems like it does not move the character any faster, rather it takes him out of our time and puts him into a little time bubble where everything around him effectively stops.</p><p></p><p>The effects are totally different. Can we at least agree to that?</p><p></p><p>Some of the results (one extra partial action per round and 1D4+1 extra apparent rounds) are similar.</p><p></p><p>But, when carefully examined, Haste and Time Stop seem like totally different magical effects.</p><p></p><p>They flat out do two different things and do not really seem related in any way except the extra actions and even those are different.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 129763, member: 2011"] Yeah, that was a fairly stupid example on my part. I was thinking that Repulsion gave a save once per round and didn’t look it up. :) Grease is a better example. Shouldn’t the area be slippery for every set of movement within the Time Stop? Well, Grease does not affect the abilities of the Time Stopped caster. It is an external spell. Even more external than Resist Elements which at least affects the caster directly. What about Stinking Cloud? Well, Time Stop explicitly says that harmful gas affects you normally, but it does not say whether it affects you for 1 round or 1D4+1 rounds. How about the Poison spell or normal poison? Is this affecting your ability and does it occur quicker? One minute minus 1D4-1 rounds later? Or, are you basically immune to the poison in your system until you come back out? Etc. The point is that it is a bit of a pain in the butt to attempt to consistently adjudicate these with your ruling. You have to stop and think (at least I do) on every scenario and figure it out. It’s much easier and consistent if you go to one extreme or the other. The extra rounds are real, or the extra rounds are illusory. Everything affects you as if it was real rounds and durations are decreased, or nothing affects you (with the possible exception of fire, cold, gas that they call out) and the only real time is outside of the [i]time bubble[/i], hence, no duration decreases. Both of these are a piece of cake to adjudicate (at least, I cannot think of a problem with them). Hmmm. Sounds like an evasion and not very pertinent to the discussion. Both Expeditious Retreat and Haste speed up the character and increase his movement (directly and indirectly respectively) and increase his jump rate. Both ER and Haste allow you to Bull Rush an opponent or affect him in other ways. Time Stop indirectly increases the movement, but does not increase the jump rate at all. Time Stop does not allow you to Bull Rush an opponent or affect him in any other way. The first two seem like they actually move the character faster. The last one seems like it does not move the character any faster, rather it takes him out of our time and puts him into a little time bubble where everything around him effectively stops. The effects are totally different. Can we at least agree to that? Some of the results (one extra partial action per round and 1D4+1 extra apparent rounds) are similar. But, when carefully examined, Haste and Time Stop seem like totally different magical effects. They flat out do two different things and do not really seem related in any way except the extra actions and even those are different. [/QUOTE]
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I heard that there is a "fix" to Time Stop...
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