Bill Zebub
“It’s probably Matt Mercer’s fault.”
* - which must be true as you can't react to something that has yet to happen,
Have you ever known what a family member or good friend was about to say, and you cut them off before they could say it?
* - which must be true as you can't react to something that has yet to happen,
Other than that, my point is that interrupts should have to be declared before it's clear whether there will in fact be anything for them to successfully interrupt - i.e. at the end of step 1 before any mechanical resolution processes begin.
Otherwise IMO it gives too much power to the interrupter.
Because that's how reacting works. Both in and out of fiction.Not fine. Why does the character who reacts last - both in the fiction* and at the table - get to resolve first?
* - which must be true as you can't react to something that has yet to happen, you can only pro-act; reaction by definition cannot occur until there's something to react to.
I view any objections as to that sort of thing as a statement of belonging to a particular tribe. Perhaps when those terms were coined they had some kind of discernible meaning, but now they strike me as just another form of tribalism among many in today's world.After years of D&D forums, I have absolutely no doubts that people just straight up think gamism is bad. For this game.
Eh, they have their uses in terms of design direction, but like most things, teaching D&D nerds words (verisimilitude, badwrongfun) leads to disaster.I view any objections as to that sort of thing as a statement of belonging to a particular tribe. Perhaps when those terms were coined they had some kind of discernible meaning, but now they strike me as just another form of tribalism among many in today's world.
Fine.
Not fine. Why does the character who reacts last - both in the fiction* and at the table - get to resolve first?
* - which must be true as you can't react to something that has yet to happen, you can only pro-act; reaction by definition cannot occur until there's something to react to.
Timing.
The answer to that bolded bit is the same reason why you can't learn to safely text & drive a thousand plus pound vehicle moving at potentially deadly speeds. Humans are bad at multitasking. We need to go through full context switching rather than a lower overhead multithreaded conscious thought. It's not a thing our brains evolved to be capable of doing. Taking that to the question of why forcing the GM to engage in context switching is problematic you just need to factor in that most GMs are human. but 5e is designed in a way that simply shrugs it off.