Hmm I read the interview and they didn´t make it exactly for that, they are just trying options on how to implement the reactions in a multiplayer combat. As the 5e-based game Solasta showed us, it is not a big issue in single player (It´s a TB game in the end)
I think they should implement that, yes or yes.
I mean, they are one of the core features of many classes and a vital part of the combat for some builds. They are also one of the few things that they salvaged from 4e to 5e, for good reasons. Reactions offer great options in combat and also they are very fun to use.
There are plenty of games where you have reactions in combat, but most of them are automatic reactions, like attacks of oportunity, ripostes, etc and even though those are great mechanics the good thing about reactions in D&D5e and the thing they made it worthwhile is that you decide if you use your reaction or not, when or against who. That is the spirit of the reaction features and the best part of it.
Since you have only one reaction for round in a turn-based game for each player, and reactions are made in the enemy turn, and as we saw in the gameplay the enemies do not move at the same pace, they take alternate turns in the same round I fail to understand what is exactly the issue with using some kind of prompt (maybe timed like in The last remnant) so you can decide that you want to use the shield spell reaction against the smash of the big ogre, not against the stab of the little goblin, or maybe you want to AoO the almost-dead guy that is charging your mage or the caster that is casting, not against the full armored dreadnough coming to you.
Last edited by _Vic_; 01/03/20 04:15 PM.