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Community
General Tabletop Discussion
*Pathfinder & Starfinder
One Time Stop after another?
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<blockquote data-quote="Markn" data-source="post: 1867195" data-attributes="member: 21827"><p><strong>Delay within a time stop?</strong></p><p></p><p>Ok,</p><p></p><p>Here's an interesting scenario.</p><p></p><p>On my turn, at initiative count 18 I cast Time Stop. I roll the number of rounds, get 2 and add 1. Thus I have 3 rounds (the actual number is irrelevant as the final round is the important part of this scenario). Before I act for the 1st round of Time Stop which normally would be intitiative point 18, I decide to delay my initiative account to 17 and unless I delay again my intiative point now will always remain at 17. I then cast delayed blast fireball (set to go off at initiative point 17 when time stop ends), followed up by a summon monster spell (which was also cast on initiative count of 17). Now since I delayed my initiative account by 1 my last round of Time Stop actually happens right after Time Stop ends (I hope I haven't lost anyone at this point) thus allowing me to have my monster attack, my fireball go boom and it lets me use an offensive action against my enemies since Time Stop is over and we are back in real time.</p><p></p><p>I have called WotC rules support line and have had conflicting answers. One time they said yes (after much internal debate) and another time they said no (after much debate). Does anyone have any information that they could add that would support/not support this use of a Time Stop? I think one of the conflicting points is the word "apparant rounds" in the description of Time Stop. This could be viewed 1 of 2 ways. First, they are rounds inserted into normal combat and thus you are allowed to delay your initiative count. Second, it is like the rounds go by but they aren't really happening and thus you can not delay.</p><p></p><p>Personally I think this is a great way to make use of the spell! What do you guys think?</p></blockquote><p></p>
[QUOTE="Markn, post: 1867195, member: 21827"] [b]Delay within a time stop?[/b] Ok, Here's an interesting scenario. On my turn, at initiative count 18 I cast Time Stop. I roll the number of rounds, get 2 and add 1. Thus I have 3 rounds (the actual number is irrelevant as the final round is the important part of this scenario). Before I act for the 1st round of Time Stop which normally would be intitiative point 18, I decide to delay my initiative account to 17 and unless I delay again my intiative point now will always remain at 17. I then cast delayed blast fireball (set to go off at initiative point 17 when time stop ends), followed up by a summon monster spell (which was also cast on initiative count of 17). Now since I delayed my initiative account by 1 my last round of Time Stop actually happens right after Time Stop ends (I hope I haven't lost anyone at this point) thus allowing me to have my monster attack, my fireball go boom and it lets me use an offensive action against my enemies since Time Stop is over and we are back in real time. I have called WotC rules support line and have had conflicting answers. One time they said yes (after much internal debate) and another time they said no (after much debate). Does anyone have any information that they could add that would support/not support this use of a Time Stop? I think one of the conflicting points is the word "apparant rounds" in the description of Time Stop. This could be viewed 1 of 2 ways. First, they are rounds inserted into normal combat and thus you are allowed to delay your initiative count. Second, it is like the rounds go by but they aren't really happening and thus you can not delay. Personally I think this is a great way to make use of the spell! What do you guys think? [/QUOTE]
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One Time Stop after another?
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