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<blockquote data-quote="Neonchameleon" data-source="post: 8272743" data-attributes="member: 87792"><p>Honestly <em>yes it does. </em>Pretty seriously and for multiple reasons.</p><ol> <li data-xf-list-type="ol">Which round you do things in matters for how fast the enemy goes down, front-loading how fast you bring the enemy down. Encounter interrupts might have been overtuned - but an encounter interrupt + an at will should only be doing the damage of a normal encounter power if not slightly less </li> <li data-xf-list-type="ol">There is always a hand-over time cost for a new player taking their turn. </li> <li data-xf-list-type="ol">There is possibly a new round of analysis paralysis when someone finds what they were planning to do on their turn isn't now possible because their character or their target is somewhere else.</li> <li data-xf-list-type="ol">It forces more concentration for some players who aren't that invested but might miss their interrupts.</li> </ol><p></p><p>Am I saying that having reactions and interrupts is a bad thing? Good grief no. But I am saying that it is something that comes at a cost, especially for single use abilities. How much of a cost depends on the preparation of the players concerned, and one interrupt can cost anything up to as much as two extra player-turns (one from the interrupter who now gets a turn and one from the interrupted who needs to restart their thought processes). At its best with a provoked fighter interrupt it could be trivial - I've seen both.</p><p></p><p>Agreed. But I'd say the near removal of forced movement is more of an issue.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8272743, member: 87792"] Honestly [I]yes it does. [/I]Pretty seriously and for multiple reasons. [LIST=1] [*]Which round you do things in matters for how fast the enemy goes down, front-loading how fast you bring the enemy down. Encounter interrupts might have been overtuned - but an encounter interrupt + an at will should only be doing the damage of a normal encounter power if not slightly less [*]There is always a hand-over time cost for a new player taking their turn. [*]There is possibly a new round of analysis paralysis when someone finds what they were planning to do on their turn isn't now possible because their character or their target is somewhere else. [*]It forces more concentration for some players who aren't that invested but might miss their interrupts. [/LIST] Am I saying that having reactions and interrupts is a bad thing? Good grief no. But I am saying that it is something that comes at a cost, especially for single use abilities. How much of a cost depends on the preparation of the players concerned, and one interrupt can cost anything up to as much as two extra player-turns (one from the interrupter who now gets a turn and one from the interrupted who needs to restart their thought processes). At its best with a provoked fighter interrupt it could be trivial - I've seen both. Agreed. But I'd say the near removal of forced movement is more of an issue. [/QUOTE]
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