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Deadmoon wrote:

There are loads of spells that don't target creatures that have a duration longer than time stop that you could use. Delayed blast fireball, black tentacles, cloud and fog spells...

I don't see why you couldn't do the things you mentioned, though. Nothing about them would seem to disqualify them from use during time stop, unless the GM wants to treat the ghost sheet as a "dirty trick". But they are very weak compared to other things you could do.

The strength of them doesn't matter. I'm mainly looking at doing amusing and stupid things. :-)

The dirty trick option fits rather well for my intent, I had forgotten about those rules. So the question is, are dirty tricks that do not involve direct harm to someone in normal time allowed under the timestop rules?


The rules for time stop say, 'While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell.'

Does this mean I cannot, for instance, drape a white blanket atop them, wait for the time stop to end, then declare 'GHOST!' as they flail blindly?

What about non-magical attacks that target an area, such as pouring oil in their square and lighting it?

...high level kobolds are dying to know.


Hiya! You have some good ideas in that, I think making nonproficient users take longer to load the weapon is a great idea. My idea for dnd firearms is a little more advanced, involving revolver style weapons. This is what I came up with a few nights ago when considering this topic for a potential campaign, plus the longer reload idea:

using firearms without proficiency incurs a move action to load the rounds, firearms are superior weapons.

handgun
50gp
+3 hit 1d6
10/20
load minor
1 load = 4 shots

rifle
75gp
+3 hit 1d10
20/40
load minor
1 load = 4 shots

shotgun
75gp
5/10
+2 hit 1d6
load minor
1 load = 1 shot
close blast 3 vs reflex, can only be used for basic attacks

singleshot handgun: 30gp
singleshot rifle: 40gp

The idea was to balance them against bows and crossbows, thereby leaving them as options for people's playstyle, so for the revolver rifle and handgun, which are what I was mainly concentrating on, the minor load for the bullets is only a pidling of difference. I figured it'd be equivalent to loading a crossbow since you're just dropping 4 bullets in the chamber vs pulling back the string as is done on a crossbow. At the same time the damage and ranges are the same for a hand crossbow and a longbow, which are what these were modeled on. The +3 prof bonus is due to them being superior weapons, since it seems *all* superior weapons have this prof bonus. I assume that's because they're superior and require a higher level of expertise to use effectively.

THe singleshot weapons are the same as the revolvers except 1 load = 1 shot, dunno how that'd be used for a ragner's multi-firing capabilities, and is there more for the pirate/buccaneer guys with several pistols on their belts.

To tweak these for black powder use instead of guncotton or equivalent, up the load time to a move action, and add a 1d20 roll when loading the weapon for nonproficient users, on a roll of 1, one of the bullets will automatically fumble somehow. Also keep in mind that yes, revolver style blackpowder existed during the civil war, and revolver style rifles made by colt were shortly commissioned by the US government.

The shotgun is a special case weapon, it provides a unique attack rather than an actual attack, kind of like a dragonborn's breathweapon cannot be used as a standard attack and be used with powers... or so I assume it can't, I could be wrong! For balance reasons, the shotgun is only a 1 shot weapon.

edit: I forgot to mention, I didn't change what they attack, ie swapping attacking AC for reflex, because that could cause potential problems for powers. Some rogue powers target reflex already, so you're complicating that, many poweres are balanced towards their respective defense types. Further, it's a bit of a hold back from previous versions of dnd where firearms ignored armor. I think this is more accurately represented in the higher bonus to hit than it is in ignoring armor altogether.