Micah Sweet
Level Up & OSR Enthusiast
Both I think.Weren't there actual stats for vampire grass back in the day, or was that just vampire vines?
Both I think.Weren't there actual stats for vampire grass back in the day, or was that just vampire vines?
This would be resolved, IMO, simply by making it impossible to react to a reaction.Indeed, it's a reaction. No disagreement there. It's a reaction to something that takes more time to do than does the countering spell or effect.
It's when you a) allow reactions to reactions and b) resolve those reactions (which in theory all occur at the same "speed" in 5e as it doesn't break it down any further than "reaction speed") in LIFO order that things go haywire.
Part a) is fine on its own but only if those reactions are resolved in FIFO - first in first out - order.
Now if 5e were to break it down further and put some sort of speed ratings on each type of reaction then that would set the resolution order; but still wouldn't solve the paradox of reaction A to someone else's the same reaction A always taking less time than the initial person's reaction A to whatever trigger is being reacted to.
But that's a gamist solution to a simulationist problem. Clearly not what people are looking for here.I'm not doubting that that's your experience, but mine is very different. I see players sitting like lumps when they're waiting between turns without options to react to what's going on outside of the initiative order. The players who have characters with options for reactions are more engaged through the entire combat.
Well, sure, not what some people here are looking for.But that's a gamist solution to a simulationist problem. Clearly not what people are looking for here.
I'm pretty sure it's not what the people you're currently debating with on this thread want. But fair enough.Well, sure, not what some people here are looking for.
But I didn’t think I was offering a solution to a problem. Just offering an observation about what seems to engage players.
It's not really a "solution" though, more of a distraction in fact. Players aren't having their PCs proactively acting with a logical sense of self preservation or planning because the system bends over backwards to ensure they won't need anything won't be at risk & can expect to retcon things often enough to exacerbate the others. Pointing out that sometimes players can wait for the outcome & just nosell the results if they choose points a spotlight at the problem.Well, sure, not what some people here are looking for.
But I didn’t think I was offering a solution to a problem. Just offering an observation about what seems to engage players.
Here you did:I haven't yet told you how your imagination must work. Can't double down on something I've never done.![]()
You can imagine it, sure, but you are twisting it into a pretzel that it really isn't in order to imagine it that way.
Sure, but that doesn't make it simultaneous, because the rigid structure is always going to be present in combat regardless of what I do. Short of completely re-writing how combat works anyway.
Within its own reality, yes - or at least it's trying to.
That by the time the second counterspeller realizes the first counter is being cast* and can get her own away, it's already too late.
* - as opposed to any other reaction-speed spell that she wouldn't counter.
Why should the second counterspell always be faster than the first, though?
That's not telling you how you have to imagine something.Nope! My imagination works without pretzel-twisting.
Yes they are. A PC that is 10 feet from the door, alert to the danger and wanting to move 10 feet can be cut off by 25 goblins moving 60 feet. That's not simultaneous movement or combat.The rigid structure is for the players. The characters are not experiencing everything broken up into turns and rounds.
They aren't my limits. They are the game's limits. It's how combat was written. There are a great many things that happen in D&D combat that simply would not happen were combat simultaneous.The idea that the person who counters the counterspell is doing so after the fact is due to your insistence on viewing the actions as rigidly chronological. But you simply don't need to do that.
If you prefer it, then by all means go ahead and treat it that way. But don't expect others to accept the limits you've chosen.
As I said, I wasn’t offering a solution. If my comments are a distraction, feel free to disregard them.It's not really a "solution" though, more of a distraction in fact.

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