Nail said:
Mine too.
This is *exactly* the issue of concern with this rule.
And precisely why I treat Immediate Actions as Instants from MtG. I don't want to have to worry about narrating things slowly enough to allow my players time to chime in with "oh, I cast this Immediate effect," especially when they're so slow casting spells on their own turns. I'm not going to get into arguments with them crying out "you need to interrupt me after I say, 'he casts a spell' and before 'for 10 fire damage', even though I said 'he casts a spell for 10 fire damage'.
I hate the idea that the existence of immediate actions somehow require me to leave long pauses or calls for actions in the middle of my descriptions. I have slightly modified the description of things to accomodate this rule, however. Now instead of saying "he hits you with a fireball for 20 damage. Roll your saving throw," I say, "He hits you with a fireball. Roll your saving throw." At that point, players can chime in with, "a fireball? I use Energy Adaptation (fire)." Once I've rolled damage, the event is over, but I at least give the dice a few shakes after announcing the effect to allow people to step in with their actions.
I also don't want to clutter up combat with any more rolls than are strictly necessary. I only give spellcraft rolls when my players really care about identifying a spell before it's cast, or when they're trying to dispel. If I were to use them to set up Immediate Actions, I'd need to call for spellcraft rolls every single friggin' time someone cast a spell, just in case it's something the players will want to respond to. That's a waste of time, and annoying, to boot.
By allowing players to respond to exploding fireballs in the period of time between the start of the explosion and the end, I make things easier for myself and don't render Immediate Actions completely and utterly useless.