This comes back to the point I raised a bit upthread about malleable round length. Not every round has to be exactly six seconds long if the fiction wants it otherwise.Again, the problem only comes from people who think that things need to be either all simultaneous or all sequential. There is nothing of the kind in the system. Most things are simultaneous, but some are sequential, and how many, and for how long is totally circumstantial depending on the fight. The system is infinitely flexible and will adapt to any narrative that you want to have.
And this has always been fine, especially in editions where rounds got much shorter. I admit that no reactions for one minute was a long time, but with 6 seconds, it's much less of a problem. Moreover, you have to remember that the system never says how long a turn is. So let's say that a monster opens a door and is revealed. Actually, everyone might react almost instantaneously to the event, because although the actual actions they are taking might occur in parallel even though their resolution is sequenced - so some people react faster than others due to initiative order, it's a bit arbitrary but it works fine in a huge majority of cases. Even if the monster makes an attack after opening the door, it's not a problem, that attack can be described in the fiction as happening in a flash, it's just that no-one in the room has time to react because it's so sudden, again something that you see very often in the genre.
Though IMO it very much should impose a length-of-action onto any spellcasting. Removal of casting times from a lot of spells in 3e is a big part of why casters came to dominate the game; 4e and 5e IMO went about fixing this the wrong way, by nerfing the spells instead of just making them take time (and thus be more difficult) to cast.When you don't impose arbitrary constraints of length of actions and turns (which, again, the game NEVER does),
I agree with the quote, but it doesn't clarify whether we're supposed to use that imagination before or after the mechanics have their say. Personally I'd rather use it beforehand and force the mechanics to try to keep up if they can; and if they can't, the mechanics need fixing before my imagination does.it works out fine, the narration is almost always spot on and does not violate what the system does to support it. You just need to be a bit creative, but this is what the game is about: "The second thing you need is a lively imagination or, more importantly, the willingness to use whatever imagination you have. You don’t need to be a master storyteller or a brilliant artist. You just need to aspire to create, to have the courage of someone who is willing to build something and share it with others."