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Uses for Time Stop?
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<blockquote data-quote="Jack Simth" data-source="post: 4206802" data-attributes="member: 29252"><p>No need - it's actually a form of psyche test - I'm passively checking people's observational skills. Plus, it cuts down on the PM's of people I don't actually want to talk to on a lot of forums. I'll generally respond to either, and not actually mention it unless someone else points out the discrepancy. </p><p></p><p>In general, you want there to be some form of save for all the "die" effects (which that was). Maybe not the first time when it's pure clever and unexpected, by definitely by the second, ESPECIALLY as it was the same dragon - after all, dragon's aren't exactly known for being stupid. </p><p></p><p>See, I can do the same thing to a player - open a Gate directly underneath someone's feet (for anything that can fit through, and is not currently flying). I'm doing this on my turn, so they fall through. If need be, I can Time Stop, Quickened Grease the floor, Reverse Gravity in the area my target is standing, and open a horizontal Gate above them; three component spells, one of which is Quickened, so I can do this with a roll of 1 on the Time Stop duration. Anything that does not currently have the ability to fly is now on a plane and specific location of my choosing - and as there's some pretty hostile places in the D&D multiverse, this pretty much means they're dead. </p><p></p><p>This type of thing needs some kind of save to avoid - in this case, it's a matter of reacting, so reflex is appropriate. Set the DC for the caster based on the 9th level spell (Gate) in use, and you're good to go - it's balanced with a lot of other effects out there, and in the case of the Flying Dragon, even on a successful save, he pretty much loses his actions (and a lot of hp, potentially) that round due to the fall - which is a useful secondary effect for a successful save vs. a 9th level single-target save or lose.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4206802, member: 29252"] No need - it's actually a form of psyche test - I'm passively checking people's observational skills. Plus, it cuts down on the PM's of people I don't actually want to talk to on a lot of forums. I'll generally respond to either, and not actually mention it unless someone else points out the discrepancy. In general, you want there to be some form of save for all the "die" effects (which that was). Maybe not the first time when it's pure clever and unexpected, by definitely by the second, ESPECIALLY as it was the same dragon - after all, dragon's aren't exactly known for being stupid. See, I can do the same thing to a player - open a Gate directly underneath someone's feet (for anything that can fit through, and is not currently flying). I'm doing this on my turn, so they fall through. If need be, I can Time Stop, Quickened Grease the floor, Reverse Gravity in the area my target is standing, and open a horizontal Gate above them; three component spells, one of which is Quickened, so I can do this with a roll of 1 on the Time Stop duration. Anything that does not currently have the ability to fly is now on a plane and specific location of my choosing - and as there's some pretty hostile places in the D&D multiverse, this pretty much means they're dead. This type of thing needs some kind of save to avoid - in this case, it's a matter of reacting, so reflex is appropriate. Set the DC for the caster based on the 9th level spell (Gate) in use, and you're good to go - it's balanced with a lot of other effects out there, and in the case of the Flying Dragon, even on a successful save, he pretty much loses his actions (and a lot of hp, potentially) that round due to the fall - which is a useful secondary effect for a successful save vs. a 9th level single-target save or lose. [/QUOTE]
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