
Athos710 |
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Say a mythic monster has the Dual Initiative ability and has access to Time Stop. How many "turns" does it get per round in the Time Stop apparent time?

jbadams |
I would only allow the 1d4+1 rounds specified in the description of Time Stop, as that duration is carried out in 'apparent time' (i.e. all on the same initiative count) and the 'initiative count - 20' turns are therefore never reached during that duration.
In addition, if, for some reason you do not believe that to be the case (perhaps your ruling is that initiative order continues but without allowing anyone else to act) see the clause at the bottom of the ability which states the second turn each round does not count against spell durations. Arguably this clause may not apply, but I think it at least shows an intent to not allow this type of interaction. As first said though, I don't believe this even needs to apply, as I don't believe that second turn per round is never reached during the duration.

Bill Dunn |
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I don't see anything wrong with interpreting the two working together to provide 1d4+1 rounds with 2 actions per round.... other than that maybe being a bit excessive. If I were running a game with that combo as an option, I'm not sure I'd take it at full potential. When prepping the adventure for play, I'd probably drop one of those powers out of the mix in favor of something else less likely to beat the crap out of the action economy.

Orfamay Quest |
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I stand by my reading,
I'm afraid I think your reading is erroneous.
To understand why, let's start by taking time stop out of the situation and look at a more simple spell, like haste.
I have dual initiative, and I (or one of my minions) casts haste on me and my posse, which lasts X rounds. This means that for X rounds, everyone gets various bonuses, including for simplicity one attack every time we full attack, which we always do.
It should be clear that for my minions, the spell lasts X rounds, granting them X bonus attacks. From the wording of dual initiative, "only the monster's first turn each round counts toward" things like spell durations. So the spell also lasts (for me) X rounds, but I get two turns each round, so I get 2X bonus attacks.
Similarly, if another minion cast greater invisibility on me (lasting X rounds), I would get 2X "turns" under the effects of greater invisibility. I get the same number of "rounds" as everyone else, but twice as many "turns." That's the meaning of the clause in question.
Now, looking at "time stop," you get several rounds of "apparent time," which include the expiration of spell duration (hence the phrase "A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends.") If I cast a spell that lasts one less time than the remainder of the time stop, it does not persist, because the spell duration has expired during the time stop, but if it lasts longer, I get the remaining duration.
So I get 1d4+1 "rounds" of "apparent time," which are [apparently] full rounds, including both my turns, but only one of those turns counts for purposes of an apparent round. So I would get 2(1d4+1) turns.