Adslahnit said:
Couple of questions:
1.) What advantage does divine damage have over force damage, such that it warrants a lower damage die (d3 divine = d4 force)? Force damage actually has more advantages over divine damage that I can think of: no resistances or immunities (except against force dragons), bypasses miss chance against ethereal creatures, bypasses miss chance against incorporeal creatures, etc. Is there something about divine damage that makes it superior that I'm missing here?
2.) How should the Time Stop 9th-level spell be dealt with? As it is, there's no reason for any spellcaster to not cast a quickened and extremely extended Time Stop to recuperate whenever the going gets tough. It gets even worse with the Alter Reality ability of sidereals, since they're free to pop it off as a free action at will without any resistance from their opponents.
The advantage of divine damage is that there are no resistances to it. Period. Wanna damage a Time Lord? Divine blast will do it (if you can hit). You could arguably construct an epic spell to resist force effects. (Mimic resistance of force dragons? Ad-Hoc force resistance?) But yea, divine [Effect] deals a pathetic ammount of damage. It is good for absolutely killing mooks. (and by mooks, I mean demigods) but in the hands of anything that could deal decent damage with it, there are way better things to pick up. (Atomic [Effect] and Gravitic [Effect] are clearly superior)
Timestop is one of those things that has an effect greater than the game mechanics can easily balance. Compared to the Maze spell, which is like a reverse Timestop, Timestop is infinitely better because it 1: stops time for everyone in the omniverse but you. Thats like an infinitely twinned Maze spell right there. 2: Is a self-buff, meaning it doesn't actually stop time, but rather speeds you up to ridiculous speeds, meaning by its very nature, unless you ready an action, theres no way to defend against it. and 3: It is metamagic-able, meaning it only gets More unfair as the levels progress. Casting Timestop basically means if there ever was a chance you could win the fight, you do so immediately. A useful mechanic for speeding up epic level play, but since it generally is used on the BBEG at the end of the adventure, it makes for a very anti-climactic fight. (And it is stupid to have to give slipstream to every villain if they don't already have it; Its good to let the players use those powers, but if you had a really cool final encounter planned you probably want it to last longer than a PC rattling off a list of spells he casts and rolling dozens of saves in the first round.)
However, any being with the Slipstream or Transtemporal powers would likely ignore Timestop. (The wording on slipstream works 'like' Spell-stowaway: Timestop, but I think it should be clarified a bit as it seems intended to work differently) Also, I think a being with the Time portfolio, at Prophet level or higher, would be immune. That still leaves lots of epic and divine beings with little defense, but a strict interpretation of the spell (Self Buffs and Delay metamagic only) makes it a bit less auto-win. Using the ELH varient where beings can check SR (or make a will save) against Timestop also makes it leagues more fair.