Lanefan
Victoria Rules
That's where we differ, I guess: that sort of thing is fun in a game such as Magic that's designed around being a capital-G Game first, but it's not nearly as much fun in D&D largely because a) it's a pain in the butt to referee and-or run and b) it doesn't make temporal sense in the fiction.I prefer the looser casting rules because they allow the narrative to be more flexible. Going back to the counterspell example, having one player able to counter another's counter is fun,
Silly thing is, we very much agree on most of this. Only to me, having fixed casting times helps that process of keeping things moving as both I and the players know what to expect and thus don't have to fuss with it.and allowing casting times to be flexible (which to me is more logical anyway, but that's besides the point) permits the story to keep moving and make sense. For me, story always comes ahead of mechanics, so my priority is maintaining a narrative that is fun and makes sense, and if the mechanics are interfering with that, then they gotta give.
Agreed again, though I'm a bit cautious here in that allowing something creative this time sets a precedent that makes that same trick allowable every time henceforth, and some spells can slowly get kinda broken once enough of these creative-use precedents accumulate. Rope Trick is an example of such in my game.I tend to hand wave a lot of stuff at my table. Like, if a player wants to try something that is outside RAW but seems like an awesome idea that will take the story in a fun direction, I am inclined to go with it and see what happens. Instead of "that's not really how charm person works, sorry," I'll probably say, "huh - that's creative. Let's see what happens!" Within reason.