It hardly shows that 5e has an incoherent fiction that its consistent fiction isn't what you'd prefer.Maybe not, but to me it really makes a lot more if it did.
It hardly shows that 5e has an incoherent fiction that its consistent fiction isn't what you'd prefer.Maybe not, but to me it really makes a lot more if it did.
You said that imaginin g things happening sequentially would cause you to dislike retcons, or something similar; my reply was an attempt to point out that if things can happen non-sequentially in the fiction (i.e. time flows more than one way and retcons are a thing) there's bigger problems.
But as you point out mechanically in 5e "A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction."Parry does not have an instantaneous spell duration.
I'm not sure what lifo is, but...
"A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction."
"INSTANTANEOUS Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant."
So the initial counterspell is instantly reacting with magic that only exists for an instant. Basically the guy casting fireball gets countered by a guy yelling NO! Could you realize he was yelling no in time to interrupt it with a no of your own? I strongly doubt it.
As written the magic of the counterspell does not stick around until the fireball is done or almost done.
I will say, what counterspelling during a spell DOES require is the recognition that you can interrupt your own spell, with another spell, and then finish it. That might rub some the wrong way.
It has to. Not only does it say under reaction that they react instantly, but if they didn't they couldn't have that reaction at all. There's no way the acting creature would just sit there and wait 6 seconds for you to do your reaction. Not being an instantaneous thing just makes combat even less simultaneous and screws up the narrative even more.Reaction is a game rule representing things that can be done by a character outside their turn in initiative. It's not an indication of the amount of time it takes to resolve an action.
If a round takes 6 seconds and there are 100 characters 8n combat each character is not taking a .06 second slice of time to perform their actions.
This is wrong. If my PC runs up to you and begins to swing and your character decides to interrupt me performing a reaction, it cannot possibly take you longer than an instant to do it. My swing isn't going to pause and wait 6 seconds for you to finish and then continue on.Everything a character does from the start of their turn in combat until the start of their next turn in combat just has to fit in a 6 second window to match the narrative expectations of the game.
I believe that @Sabathius42 was assuming that all combat participants use the same 6 seconds.If my PC runs up to you and begins to swing and your character decides to interrupt me performing a reaction, it cannot possibly take you longer than an instant to do it. My swing isn't going to pause and wait 6 seconds for you to finish and then continue on.
Maybe not, but a gamist argument isn't any better or any worse than a realism one.Yeah I'm not crazy about that. If I decide to ban it, though, I won't feel the need to justify it with a realism argument.
To me it seems like it is: the question of whether or not a certain approach to game play is disruptive, or unbalanced, or otherwise unsatisfactory is a meaningful question about something that is occurring in the real world.Maybe not, but a gamist argument isn't any better or any worse than a realism one.