When I say I want to keep counterspell I have been misunderstood. I want to keep the ability to prevent a spell. I do not want it to be a reaction. I want it to be an action. As for the other abilities like uncanny dodge I would be looking for suitable replacements sans interruption.
Tracking initiative is a problem. I have tried many different methods. Some work better than others. I still feel that this mechanic exacerbates the problem without actually adding something of value. Instead it adds dice rolls and extra decision points. These tend to most penalize players without system mastery by increasing delay between turns.
Some things are non issues. Like legendary resistance (or even shield) It doesn't require a new roll or a target at best it just changes the outcome of one dice-roll that has already been made.
When I say I want to keep counterspell I have been misunderstood. I want to keep the ability to prevent a spell. I do not want it to be a reaction. I want it to be an action. As for the other abilities like uncanny dodge I would be looking for suitable replacements sans interruption.
Tracking initiative is a problem. I have tried many different methods. Some work better than others. I still feel that this mechanic exacerbates the problem without actually adding something of value. Instead it adds dice rolls and extra decision points. These tend to most penalize players without system mastery by increasing delay between turns.
Some things are non issues. Like legendary resistance (or even shield) It doesn't require a new roll or a target at best it just changes the outcome of one dice-roll that has already been made.
The point of AoOs & reactions is to re-inject some common sense back into turn-based action resolution. So that you don't have creatures 'paralyzed between their turns' as someone does something uninterrupted.Reactions/AoO’s and readied actions all seem to contribute to interrupting the flow of a round. This interruption is creating confusion about who’s turn is next. This sometimes means people miss a turn even when paying attention. I haven’t liked AoO’s since third edition because they are cumbersome and insipid. I feel like countering spells is a worthwhile endeavor.
If you want to avoid reactions and readies and keep all the action& rolls on the current creature's turn, you could handle countering & spell interruption on the countering/interrupting creature's turn. They declare the intent to counter or interrupt, and make the check or attack. If they succeed their target can't cast on his turn.How would you handle countering?
Given I don't want A's acts to interrupt B's, I must resolve A's acts only in A's turn. Therefore counterspell likely needs to be preemptive. One of the simplest ways might be that it targets a creature and debuffs its spell save DC until the start of A's next turn.When I say I want to keep counterspell I have been misunderstood. I want to keep the ability to prevent a spell. I do not want it to be a reaction. I want it to be an action. As for the other abilities like uncanny dodge I would be looking for suitable replacements sans interruption.
Given I don't want A's acts to interrupt B's, I must resolve A's acts only in A's turn. Therefore counterspell likely needs to be preemptive. One of the simplest ways might be that it targets a creature and debuffs its spell save DC until the start of A's next turn.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.