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<blockquote data-quote="tetrasodium" data-source="post: 8878055" data-attributes="member: 93670"><p>If the GM needs to "<em>add</em> step 2 <em>point five</em>" in a sequence of step1/step2/step3 to accommodate for common low cost abilities that sounds like tacit admission of those abilities breaking the game's flow in ways the GM is forced to compensate for. </p><p></p><p>It wasn't a slight, just an acknowledgement that many started with more recent editions. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p></p><p>A reaction like shield or uncanny dodge simply does not work like a save spell. The caster says they need a $type save from the target & the target returns one before the results are given. It's not a case where the caster calls for a save the results are given and the target says no.</p><p></p><p>As to my table, I've had players who were particularly disruptive with reactions. If I withhold complete information needed for them to be 100% certain of the outcome before declaring if they pop their reaction ability they get salty & I get clubbed by the social contract for looking adversarial. If I give them perfect information it slows things to a crawl as every reaction-able interaction is boggled down to a crawl where everyone at the table needs to wait a few seconds for them to weigh their odds or whatever while the GM needs to switch mental gears from narrating or describing to juggling schrodinger's narration. In the end the way it works out is I look less adversarial & have to deal with fewer frustrated players by just accepting that bob made his PC immune to whatever conditions are required to trigger his reaction, he simply won't be targeted or whatever because I have 5 players and can almost always target someone who is not playing a disruptive <a href="https://knowyourmeme.com/memes/you-just-activated-my-trap-card" target="_blank">meme</a>.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8878055, member: 93670"] If the GM needs to "[I]add[/I] step 2 [I]point five[/I]" in a sequence of step1/step2/step3 to accommodate for common low cost abilities that sounds like tacit admission of those abilities breaking the game's flow in ways the GM is forced to compensate for. It wasn't a slight, just an acknowledgement that many started with more recent editions. :D A reaction like shield or uncanny dodge simply does not work like a save spell. The caster says they need a $type save from the target & the target returns one before the results are given. It's not a case where the caster calls for a save the results are given and the target says no. As to my table, I've had players who were particularly disruptive with reactions. If I withhold complete information needed for them to be 100% certain of the outcome before declaring if they pop their reaction ability they get salty & I get clubbed by the social contract for looking adversarial. If I give them perfect information it slows things to a crawl as every reaction-able interaction is boggled down to a crawl where everyone at the table needs to wait a few seconds for them to weigh their odds or whatever while the GM needs to switch mental gears from narrating or describing to juggling schrodinger's narration. In the end the way it works out is I look less adversarial & have to deal with fewer frustrated players by just accepting that bob made his PC immune to whatever conditions are required to trigger his reaction, he simply won't be targeted or whatever because I have 5 players and can almost always target someone who is not playing a disruptive [URL='https://knowyourmeme.com/memes/you-just-activated-my-trap-card']meme[/URL]. [/QUOTE]
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