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Old 10-04-2021, 02:43 PM   #11
Dinadon
 
Join Date: Aug 2007
Default Re: Making sense of jet and jet-like spells

Quote:
Originally Posted by Calvin View Post
Actually, there is a 1 second long turn length, Basic 324 makes that explicit.
Which is just the lite rules for combat. The detailed rules on B.363 includes a more detailed definition of a turn, which is what most people go off of. And to emphasise the original post, there is no Round grouping the Turns. The slowest person doesn't somehow have less than a second to do things against some artificial limit. They have a second to do something before they can do something else.

Quote:
Originally Posted by Calvin View Post
And Altered Time Rate is about perception, the first sentence in the advantage's description says as much.

Reading what you wrote, I'm still not sure what your position on Flame Jet and ATR is, but my point in regards to turns being 1 second and ATR being about perception is this: ATR is not making time pass more quickly for you, as in, if you have some effect that lasts 10 seconds it's 10 seconds from the perspective of the outside world even if the character experiences 20 subjective seconds in that time. Characters with ATR don't age at double the rate, for example.

And if all that is true, and Flame Jet has a 1 second duration, then it follows that characters who can act twice as fast can get two swings out of Flame Jet where an ordinary character would have only one. And ATR 2 would let you swing three times, ATR 3 would give four swings, and so on.
I forget where I saw it (likely a Kromm post), but ATR can instead affect the subjective time for no change in cost. Of course, this would affect every buff and debuff a character receives. (And isn't really relevant to Great Haste.)

But yes, spell durations as time is deliberate and do work that way.
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