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<blockquote data-quote="tetrasodium" data-source="post: 8873996" data-attributes="member: 93670"><p>these spells & abilities violate the basic playloop.</p><p></p><p>The playloop is detailed on page 6 &181 of the PHB:</p><ul> <li data-xf-list-type="ul">Step 1. The DM describes the environment. (the chest is "sufficiently telegraphed") (the orc is going to attack you three times)</li> <li data-xf-list-type="ul">Step 2. The players describe what they want to do.(Player wants to touch the chest) ("I want to cast shield/parry that <em>belongs</em> here but would be weaker if triggered early")</li> <li data-xf-list-type="ul">Step 3. The DM narrates the results of the adventurers' actions(Step2 has passed & it is time for the GM starts rolling dice.) (the retcon abilities as written encourage the player to wait for this to complete in order to ensure shield/parry will block the attack & that uncanny dodge won't halve a piddly low damage hit from a subpar roll)</li> </ul><p>The scenario in the OP attempts to insert step2 in the middle of step2 because as you say it <a href="https://www.enworld.org/goto/post?id=8873657" target="_blank">earlier</a> [ispoiler]Apparently, the PC missed the "sufficient telegraphing," [/ispoiler]. It doesn't matter why they "missed" the sufficient telegraphing, just that they didn't do step2 during step2 by putting on/adjusting their gloves before touching the chest or whatever and want to do it now during step3.</p><p></p><p>The scenario with spells like shield & abilities like parry/uncanny dodge that allow a retcon reaction that inserts step2 in the middle of step3 in a way that encourages the player to tune out the pointless GM talkytalky of step 1 & meaningless noise mentioned to them during step2 because step3 is subject to retcon if they feel like it. Worse with 5e the extreme lack of lethality & risk insulation present creates a situation where there is no downside for not paying attention. </p><p></p><p></p><p>The <a href="https://www.dndbeyond.com/spells/counterspell" target="_blank">5e counterspell</a> is very not good since it does not involve any skill checks or readied actions. In 3.5 it was not even a spell though & the difference kept it from being a retcon.</p><p></p><p>[spoiler="3.x counterspells*"]</p><p>COUNTERSPELLS</p><p>It is possible to cast any spell as a counterspell. By doing so, you are</p><p>using the spell’s energy to disrupt the casting of the same spell by</p><p>another character. Counterspelling works even if one spell is divine</p><p>and the other arcane.</p><p><strong>How Counterspells Work:</strong> To use a counterspell, you must</p><p>select an opponent as the target of the counterspell.<em><u><strong> You do this by </strong></u></em></p><p><em><u><strong>choosing the ready action (page 160). In doing so, you elect to wait </strong></u></em></p><p><strong><u><em>to complete your action until your opponent tries to cast a spell. </em></u></strong></p><p>(You may still move your speed, since ready is a standard action.)</p><p>If the target of your counterspell tries to cast a spell, make a</p><p>Spellcraft check (DC 15 + the spell’s level). This check is a free</p><p>action. If the check succeeds, you correctly identify the opponent’s</p><p>spell and can attempt to counter it. If the check fails, you can’t do</p><p>either of these things.</p><p>To complete the action, you must then cast the correct spell. As a</p><p>general rule, a spell can only counter itself. For example, a fireball</p><p>spell is effective as a counter to another fireball spell, but not to any</p><p>other spell, no matter how similar. Fireball cannot counter delayed</p><p>blast fireball or vice versa. If you are able to cast the same spell and</p><p>you have it prepared (if you prepare spells), you cast it, altering it</p><p>slightly to create a counterspell effect. If the target is within range,</p><p>both spells automatically negate each other with no other results.</p><p><strong>Counterspelling Metamagic Spells</strong>: Metamagic feats are not</p><p>taken into account when determining whether a spell can be</p><p>countered. For example, a normal fireball can counter a maximized</p><p> </p><p></p><p>fireball (that is, a fireball that has been enhanced by the metamagic</p><p>feat Maximize Spell) and vice versa.</p><p><strong>Specific Exceptions:</strong> Some spells specifically counter each</p><p>other, especially when they have diametrically opposed effects. For</p><p>example, you can counter a haste spell with a slow spell as well as</p><p>with another haste spell, or you can counter reduce person with enlarge</p><p>person.</p><p><strong>Dispel Magic as a Counterspell</strong>: You can use <a href="https://www.d20srd.org/srd/spells/dispelMagic.htm" target="_blank">dispel magic </a>to</p><p>counterspell another spellcaster, and you don’t need to identify the</p><p>spell he or she is casting. However, dispel magic doesn’t always work</p><p>as a counterspell (see the spell description, page 223).[/spoiler]</p><p></p><p>*phb170</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8873996, member: 93670"] these spells & abilities violate the basic playloop. The playloop is detailed on page 6 &181 of the PHB: [LIST] [*]Step 1. The DM describes the environment. (the chest is "sufficiently telegraphed") (the orc is going to attack you three times) [*]Step 2. The players describe what they want to do.(Player wants to touch the chest) ("I want to cast shield/parry that [I]belongs[/I] here but would be weaker if triggered early") [*]Step 3. The DM narrates the results of the adventurers' actions(Step2 has passed & it is time for the GM starts rolling dice.) (the retcon abilities as written encourage the player to wait for this to complete in order to ensure shield/parry will block the attack & that uncanny dodge won't halve a piddly low damage hit from a subpar roll) [/LIST] The scenario in the OP attempts to insert step2 in the middle of step2 because as you say it [URL='https://www.enworld.org/goto/post?id=8873657']earlier[/URL] [ispoiler]Apparently, the PC missed the "sufficient telegraphing," [/ispoiler]. It doesn't matter why they "missed" the sufficient telegraphing, just that they didn't do step2 during step2 by putting on/adjusting their gloves before touching the chest or whatever and want to do it now during step3. The scenario with spells like shield & abilities like parry/uncanny dodge that allow a retcon reaction that inserts step2 in the middle of step3 in a way that encourages the player to tune out the pointless GM talkytalky of step 1 & meaningless noise mentioned to them during step2 because step3 is subject to retcon if they feel like it. Worse with 5e the extreme lack of lethality & risk insulation present creates a situation where there is no downside for not paying attention. The [URL='https://www.dndbeyond.com/spells/counterspell']5e counterspell[/URL] is very not good since it does not involve any skill checks or readied actions. In 3.5 it was not even a spell though & the difference kept it from being a retcon. [spoiler="3.x counterspells*"] COUNTERSPELLS It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane. [B]How Counterspells Work:[/B] To use a counterspell, you must select an opponent as the target of the counterspell.[I][U][B] You do this by choosing the ready action (page 160). In doing so, you elect to wait [/B][/U][/I] [B][U][I]to complete your action until your opponent tries to cast a spell. [/I][/U][/B] (You may still move your speed, since ready is a standard action.) If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell’s level). This check is a free action. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things. To complete the action, you must then cast the correct spell. As a general rule, a spell can only counter itself. For example, a fireball spell is effective as a counter to another fireball spell, but not to any other spell, no matter how similar. Fireball cannot counter delayed blast fireball or vice versa. If you are able to cast the same spell and you have it prepared (if you prepare spells), you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results. [B]Counterspelling Metamagic Spells[/B]: Metamagic feats are not taken into account when determining whether a spell can be countered. For example, a normal fireball can counter a maximized fireball (that is, a fireball that has been enhanced by the metamagic feat Maximize Spell) and vice versa. [B]Specific Exceptions:[/B] Some spells specifically counter each other, especially when they have diametrically opposed effects. For example, you can counter a haste spell with a slow spell as well as with another haste spell, or you can counter reduce person with enlarge person. [B]Dispel Magic as a Counterspell[/B]: You can use [URL='https://www.d20srd.org/srd/spells/dispelMagic.htm']dispel magic [/URL]to counterspell another spellcaster, and you don’t need to identify the spell he or she is casting. However, dispel magic doesn’t always work as a counterspell (see the spell description, page 223).[/spoiler] *phb170 [/QUOTE]
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