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<blockquote data-quote="hawkeyefan" data-source="post: 8879241" data-attributes="member: 6785785"><p>That's simply not true. How many examples do you need? </p><p></p><p></p><p></p><p>Three things here. </p><p></p><p>First, I don't worry about someone getting a win. A reaction and the spell slot are the player's resource to use, and I let them decide how they use it. It's an expected part of the game, and so I let it play out as expected. </p><p></p><p>Second, an instance of a counterspell being counterspelled isn't all that common. Nor is it all that big a deal. If one spell going off instead of being countered is that big a deal, then I have other things to worry about. </p><p></p><p>Third, I try to create situations where reactions matter. Where deciding to use it on one thing means it won't be available for another. This way there are potential consequences for the player's decision. It's definitely not always possible, in which case, I rely on points 1 and 2 to do most of the work here. </p><p></p><p></p><p></p><p>I don't agree with this. The initiative order determines who goes when, it's not about who speaks up first. </p><p></p><p>Also, what makes sense in the fiction should be what happens. In my opinion, you are creating the problem by wanting the fiction to match the turn order of the game. Which is odd because you're making the gamist element paramount in the fiction, which goes against what you say below:</p><p></p><p></p><p>I would think that not adhering so strictly to the turn order when it comes to the fiction... accepting that the turn order may limit and restrict the players more than it does the characters... would pretty much resolve the problem you have.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8879241, member: 6785785"] That's simply not true. How many examples do you need? Three things here. First, I don't worry about someone getting a win. A reaction and the spell slot are the player's resource to use, and I let them decide how they use it. It's an expected part of the game, and so I let it play out as expected. Second, an instance of a counterspell being counterspelled isn't all that common. Nor is it all that big a deal. If one spell going off instead of being countered is that big a deal, then I have other things to worry about. Third, I try to create situations where reactions matter. Where deciding to use it on one thing means it won't be available for another. This way there are potential consequences for the player's decision. It's definitely not always possible, in which case, I rely on points 1 and 2 to do most of the work here. I don't agree with this. The initiative order determines who goes when, it's not about who speaks up first. Also, what makes sense in the fiction should be what happens. In my opinion, you are creating the problem by wanting the fiction to match the turn order of the game. Which is odd because you're making the gamist element paramount in the fiction, which goes against what you say below: I would think that not adhering so strictly to the turn order when it comes to the fiction... accepting that the turn order may limit and restrict the players more than it does the characters... would pretty much resolve the problem you have. [/QUOTE]
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