I guess I've got a few further questions then:
1) What happens when you're at the table and the information you conveyed as GM is misperceived or corrupt/inaccurate with respect to past events and play is interrupted by this realization. Is the GM-understood (but erroneous) PC action declaration then overturned to the correct one or must it stay as it was regardless of the misperception? Is the continuity or corrupt information resolved/fixed and then play continues sensibly or is it mandate that these are now irrevocable established facts in the gameworld?
I guess I would need some examples. I think I do tend to not give inacurrate and corrupt information. If I do perceive though that the player is attempting something based on false knowledge the player has but is plainly obvious to the character, I as DM might just add information to what I originally said prior to the player completing his action. Obviously the goal in all cases is to be clear and that goes for all parties because lack of clarity is disruptive.
2) Reaction/Interrupt mechanics work in the same vein as the consultation of tables and total HP (post damage roll) do. They are an intermediary to reconcile "what just happened." Assuming you describe HP damage before consulting the intermediary of HP totals, what happens when your description of the damage-in is incoherent with respect to those HP totals? What happens when you roll on a table when populating a dungeon and you feel the results strain credulity? Its been established, so presumably you're going to go with it and find a way to make it work?
I don't describe the hit point damage prior to consulting the hit point totals. The hit point totals of the target are fixed. It's not the same as a player using the knowledge to change his action. Let's suppose I swing my two handed sword and do 5 damage and the creature has a DR of 5. I would describe that as the sword bouncing off the intended target or in some cases being turned aside. The reason is that DR is not a thought process it is an intrinsic part of the target.
3) Regarding the continuum of time in a 6 second or even 1 minute round of combat. In anything in life, people are reorienting themselves constantly, making real-time observations, subsequent real-time decisions, and subsequent real-time actions. Presumably you're ok with the AD&D parry rule whereby you declare the action at the beginning of the round for the entirety of that abstract stretch of time; forgo attacks to make attackers incur a penalty "to hit" equal to your own "to hit." With respect to both (i) player agency (maximization of informed player-side decision-making based on coherent/consistent GM conveyance and the intuitiveness of the system's machinery) and (ii) the way decision-making occurs in real-time in real life (which flows into i), does this parry mechanic make more or less sense than an immediate action parry triggered by:
"you are (going/sure to be) hit by an attack (if you don't do something about it)".
The parenthesis are mine, of course. Those implications wouldn't be included in a feature/ability block (or at least they shouldn't be) because they would overburden the rules text with the (presumably) obvious.
I believe the former parry rule is far less troublesome for me. It is a stance and I think stances make sense. You are fighting in a more defensive posture or a more aggressive posture. I don't buy that you can know the damage before it actually occurs. A sword thrust could nick an artery or it couldn't. If you are a 12 hit point fighter then an attack that kills you could do so because it nicked an artery.
Would you be more comfortable with reaction/interrupt mechanics if the implications in the parentheses were made explicit in the text? Does having a bucket of reactions/interrupts to "do something about it" bother you because you feel it equals precognition (which, to be honest with you, is pretty much what happens in martial exchanges - borderline precognition because your OODA loop spits out a permutation that perfectly predicts what your opponent does and you're able to react in space and in real-time as if you "had precognition")? Personally, that improves the play experience and makes it much more like the real-time decision-making that occurs in our world (which is presumably how biological organisms observe, orient, decide, and act in our fantasy worlds).
I don't think so. I don't even like for reactions to be based upon getting hit if the reaction is something that could prevent the hit. Obviously I have no problem with a nearby cleric using a reaction to heal someone who is wounded because that reaction can occur after the attack and damage. In fact it would almost have to do so to make sense.
So not all reactions are bad. Just those that undo whatever it is you are reacting to and make it as if it had never happened.
So for example, if a barbarian got an extra rage for going below 50% hit points, that would be okay. He took the damage and he is not undoing it.
I realize some of you are incredulous at my thought processes and in some cases that leads to mockery. Note I said some. And so far here it's not been at all bad. I've got it hard in other places though. I can only attribute my preferences to something in my mental makeup. They make total sense to me. It is I believe one of the reasons people people rejected many parts of 4e.
Also when I say I know what I dislike, I do not use a game system like 4e as my example. I use something specific like dissociative mechanics. 4e had many good features. The bad features just made it not worth it for me. I got no problem with defenses instead of saves. I got no problem with encounter/daily powers on magic using characters. I wouldn't put them on every class but they are fine as one way for some classes.