Lunch is more important than typing.Sorry ,my mistake. I did indeed mean evasion (no damage on a reflex save). What I get for typing while eating lunch.
Lunch is more important than typing.Sorry ,my mistake. I did indeed mean evasion (no damage on a reflex save). What I get for typing while eating lunch.
It's one thing to choose what drives you crazy, and another to imply, or outright state, that somebody else is wrong for not choosing the same thing!No, it doesn't. But some people think that linear falling damage breaks immersion, or that 1st level characters knowing to burn trolls breaks immersion, or studded leather armor breaks immersion. The game is full of these things, and we each choose (perhaps subconsciously) the ones that drive us crazy.
No one is saying the rules don't allow for reacting to a reaction. They're saying they don't like it, and it doesn't make sense to them.
Apparently it's also 45F with a 2% chance of rain in Shanghai China. We are talking about the way the rules are written & the problems that arise both in gameplay & the fiction from them.
Instead of hammering your personal interpretation & expressing frustration that your personal interpretation is not taken as a solution for all things why not explain how these abilities fit within the three steps of the playloop where they trigger outside of step2 without violating the purely mechanical playloop when the player interrupts the gm during step3 to nosell it.And that those to whom it does make sense, are "twisting the fiction" and similar nonsense.
I have no problem with the preference. It's treating the preference as either universal or "correct" that I didn't like.
Instead of hammering your personal interpretation & expressing frustration that your personal interpretation is not taken as a solution for all things why not explain how these abilities fit within the three steps of the playloop where they trigger outside of step2 without violating the purely mechanical playloop when the player interrupts the gm during step3 to nosell it.
If the game element that’s getting in the way of the fiction is “taking turns,” the only alternative is “everyone talking at once.”See, I feel that if the game structure is standing in the way of the fiction, its the game structure that needs to change.
Normally, I would make a joke about it being magic and that making literally everything okay, but now that the literal spell designed to counter spells isn't allowed to do that... all bets are off.New questions.
In your campaign can a character uncanny dodge a lightning bolt spell?
Rules say yes.
Reality says it takes the bolt .00015s to hit a target 60 feet away.
Is anyone here bothered by this gap in game vs narrative (which happens orders of magnitude timesat a table than counter spelling counter spells)?
That doesn't have to include reacting to reactions. We decide how abstract we can handle.If the game element that’s getting in the way of the fiction is “taking turns,” the only alternative is “everyone talking at once.”
And if we start going down that slope, we also need to harmonize how long it takes to say what you’re doing with how long it takes to actually do it.
But since, as far as I can tell, there’s no way to have a clear conversation where everyone speaks at once, we’ll need to keep taking turns and dealing with the inherent ludonarrative dissonance that creates.