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<blockquote data-quote="5ekyu" data-source="post: 7314507" data-attributes="member: 6919838"><p>Except of course, fireball can be used as a ready action and that means as a reaction... just as a great many other target-point spells can.</p><p></p><p>So this fireball may be just as tied to a timeframe and a split second timeframe as any other reaction.</p><p></p><p>Do your players get to make checks against acrobatics to get many of their other reactions off?</p><p></p><p>Shield spell can go through the entire "do i want to cast" decision process and take also effect between the time you realize you are being attacked by an aimed spell (or magic missiles) and the time the effect hits. </p><p></p><p>Do you require die rolls for shield spells too? What die roll do you require for shield to take effect before the magic missiles hit?</p><p></p><p>Look, as is always the case, at your table you are free to invoke any rules, house rules or rulings your player will agree to. That is fine and dandy for all who agree to share those terms. </p><p></p><p>My own experiences with feather fall in play (and the vast majority of the discussions i have seen about feather fall) and the way reactions are presented within 5e have not led me to think that popping off FF at the bottom of the drop (last 10') or the middle of the drop or right away is anything "unintended" or "non-canonical" or "new" or whatever words you choose to use to put it into a box of "things i want to add the excitement of maybe dead if you try to." its a case of player/character choice which sometimes will be the right answer to a particular situation and sometimes would be the wrong one. </p><p></p><p>if you find that it helps your game to make the bottom of drop option have a chance of thud if used within say 30-40' of the end of a drop where you can see the bottom, thats just a sign of how different our games are. </p><p></p><p>For me, the way reactions work pretty reliably within the rules for other effects through the game and the way many other spells allow a 5' precision as a matter of course would make me feel that selecting FF out for not having it as an oddity, an exception and an inconsistency. i would need a good reason to do so. </p><p></p><p>And when it comes to player's trying unexpected things with their character's, as stated before I start from "say yes unless i have a compelling need to say no" because as a general rule i like encouraging the players trying things that may not be precisely what i was expecting or what the designer may have intended (not that FF as being discussed here IMO falls into that category. FF has been used this way for decades by many and so i doubt the designers were all ignorant of this when they made a choice to not include a safety crash range in FF if they did not intened it to work reliably.) </p><p></p><p>But hey, different GMs have different outlooks, different settings and different players all with different needs and preferences... so hey... it is what it is.</p><p></p><p>Enjoy.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7314507, member: 6919838"] Except of course, fireball can be used as a ready action and that means as a reaction... just as a great many other target-point spells can. So this fireball may be just as tied to a timeframe and a split second timeframe as any other reaction. Do your players get to make checks against acrobatics to get many of their other reactions off? Shield spell can go through the entire "do i want to cast" decision process and take also effect between the time you realize you are being attacked by an aimed spell (or magic missiles) and the time the effect hits. Do you require die rolls for shield spells too? What die roll do you require for shield to take effect before the magic missiles hit? Look, as is always the case, at your table you are free to invoke any rules, house rules or rulings your player will agree to. That is fine and dandy for all who agree to share those terms. My own experiences with feather fall in play (and the vast majority of the discussions i have seen about feather fall) and the way reactions are presented within 5e have not led me to think that popping off FF at the bottom of the drop (last 10') or the middle of the drop or right away is anything "unintended" or "non-canonical" or "new" or whatever words you choose to use to put it into a box of "things i want to add the excitement of maybe dead if you try to." its a case of player/character choice which sometimes will be the right answer to a particular situation and sometimes would be the wrong one. if you find that it helps your game to make the bottom of drop option have a chance of thud if used within say 30-40' of the end of a drop where you can see the bottom, thats just a sign of how different our games are. For me, the way reactions work pretty reliably within the rules for other effects through the game and the way many other spells allow a 5' precision as a matter of course would make me feel that selecting FF out for not having it as an oddity, an exception and an inconsistency. i would need a good reason to do so. And when it comes to player's trying unexpected things with their character's, as stated before I start from "say yes unless i have a compelling need to say no" because as a general rule i like encouraging the players trying things that may not be precisely what i was expecting or what the designer may have intended (not that FF as being discussed here IMO falls into that category. FF has been used this way for decades by many and so i doubt the designers were all ignorant of this when they made a choice to not include a safety crash range in FF if they did not intened it to work reliably.) But hey, different GMs have different outlooks, different settings and different players all with different needs and preferences... so hey... it is what it is. Enjoy. [/QUOTE]
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