[MENTION=6801315]Noctem[/MENTION]: I'm not on Twitter.
From Tweets to JC that have been posted on this forum, and the replies given, it is obvious that Twitter is an ineffective means of asking a complex question or receiving a complex answer.
To lay out a case, like I did in my last post, takes a lot more than 140 characters (or whatever the limit is; are 'spaces' 'characters'?). It would also take more than 140 characters to properly answer all the points of a given case. Twitter is not the place to do that. I've seen some of his replies leaving us just as divided as we were before his answer.
The best place to explore these questions is one where we have space to develop our point, and even to debate points back and forth. Like...this forum, for example.
If JC were a poster here, he could explain his reasoning and even defend it against counter arguments. To be fair, he may not want to do that!
There is a possibility that hasn't been considered in this thread so far, but it's going to take more than 140 characters to explain it.
In game design there are two desired outcomes: realism and playability. The trouble is that these two aims frequently conflict. The more realistic the rule, the more complex (and therefore less playable) it needs to be. The more playable (and thus simple), the less realistic and less satisfying. Tossing a coin is very 'playable', but how much fun would it be for the DM to say, "Heads you win the campaign, tails you lose!"
So, balance between the two must be sought. Exactly where the balance lies varies from system to system. One of the reasons I disliked 4E was that it seemed as though whenever there was a question of whether to solve a problem realistically but with complexity, or with playability but totally unrealistically, they chose the latter.
We know of at least one rule in 5E which is totally unrealistic and impossible. I'm not just talking about 'armour makes you harder to hit', I'm talking totally bonkers: non-lethal damage.
In previous editions there have been various attempts to model 'subdual damage', having a separate track of 'non-lethal damage' running alongside regular hit points, etc. 5E has made it very simple: ALL damage is lethal, but if you kill a baddy with a melee weapon, you can
retro-actively declare that the last hit wasn't lethal after all! How do we feel about that? I feel that it's totally unrealistic....but, y'know what? I'm actually okay with this bit of playability trumping this bit of unreality.
We know that this is the rule; there is no debate. The RAW is clear and unambiguous.
The reason I bring this up is that JC, in his infinite wisdom,
may be doing a similar thing with instantaneous spells! He may very well intend casters of
scorching ray to shoot the rays consecutively, having time to see the results of each ray before deciding who to target with the next, even though the spell is 'instantaneous'. To do so, he would have to make a conscious and deliberate change to the same spell which specified 'all bolts must be aimed...and fired simultaneously'. He could not make such a decision based on realism (because of what 'instantaneous' means), but he
could, in theory at least, make an unrealistic decision for the sake of playability.
Was that more than 140 characters?