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<blockquote data-quote="procproc" data-source="post: 6875428" data-attributes="member: 6791328"><p>The disconnect is that without a clear structure for how the timing of reactions works with regard to being hit/taking damage, you end up with a teeming underbelly of weird, unintuitive interactions that aren't necessarily consistent with each other. So far, we've got SG, attacks that knock you unconscious, attacks that paralyze /petrify/incapacitate, and attackers with the Mage Slayer feat vs. any number of reactions that trigger on being hit or damaged, including Shield, UC, and Hellish Rebuke. </p><p></p><p>So if, for example, the implication of having these work consistently is that Uncanny Dodge can't be used on an attack that would knock you unconscious, that's a huge nonintuitive interaction that should've been called out in the description of UC. And honestly, granting an ability that a player can only use when something bad happens to them is fine, but then telling them they can't use it because of a corner-case unintuitive rules interaction that comes up not-infrequently in unpredictable situations is pretty much a recipe for making a player unhappy. </p><p></p><p>And yeah: "rulings, not rules", and a DM can certainly apply the "players win ties" philosophy mentioned earlier in the thread. But rules that are so vague as to encourage these kind of situations are *not* good rules.</p></blockquote><p></p>
[QUOTE="procproc, post: 6875428, member: 6791328"] The disconnect is that without a clear structure for how the timing of reactions works with regard to being hit/taking damage, you end up with a teeming underbelly of weird, unintuitive interactions that aren't necessarily consistent with each other. So far, we've got SG, attacks that knock you unconscious, attacks that paralyze /petrify/incapacitate, and attackers with the Mage Slayer feat vs. any number of reactions that trigger on being hit or damaged, including Shield, UC, and Hellish Rebuke. So if, for example, the implication of having these work consistently is that Uncanny Dodge can't be used on an attack that would knock you unconscious, that's a huge nonintuitive interaction that should've been called out in the description of UC. And honestly, granting an ability that a player can only use when something bad happens to them is fine, but then telling them they can't use it because of a corner-case unintuitive rules interaction that comes up not-infrequently in unpredictable situations is pretty much a recipe for making a player unhappy. And yeah: "rulings, not rules", and a DM can certainly apply the "players win ties" philosophy mentioned earlier in the thread. But rules that are so vague as to encourage these kind of situations are *not* good rules. [/QUOTE]
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