Originally Posted by Niara
Give me one single, solitary example of a reaction or other decision point where it 'makes sense' to fully automate it to an 'always do it this way' system, without similarly crippling the player's agency in regard to that ability, or causing them to waste it on unintended or detrimental moments.

How about the case where you have leftover reaction, an adversary triggers a reaction and you know that no other adversaries will have a turn before it is your turn?

How about reacting to an attack that you know you happen to have immunity for?

Anyway, there is tedious and there is tedious. I think things like opening and closing thousands of containers to check them for loot and inventory manegement are really tedious. They should be the prime target of the anti-tediousness movement. I can not imagine doing your utmost to survive a fight being comparable.