Here is the problem with quick time events, chained Reactions within a single action.

Example:

Paladin with Smite and Bardic Inspiration, moving pass a simple goblin to attack a goblin shaman.

So, you move up to attack the goblin shaman, passing the simple goblin. The camera zooms in to the Paladin and goblin, prompting for "Use Bardic Inspiration for +4 AC?". You hit "No".

Next, as soon as you reach the Goblin Shaman to attack, the camera zooms in again, this time prompting to "Use Bardic Inspiration for +1d6 Attack?. You hit "No" due to low AC on the goblin shaman.

As soon as you land a hit, the camera zooms in again, this time prompting to "Use Smite for Attack?". Hitting yes, it immediately asks "What Up Casting (1d8 + Spell Level * 1d8)".

This is a lot of prompts just to move up and swing a weapon. Not only that, how would the animations play/sync with the prompt timing? Everything should be prompted up-front before animations, or as soon as each reaction triggers, mid animation, your prompt might make the animation have to perform other additional animations in the middle based upon the prompts.

I think we can get a compromise with the current Reactions system of having no prompts but you can pause the game during anyone's turn, and turn on/off any Reactions of any of your party, along with any Reaction toggles remembering their last state when you lose them.

This allows players to have their Reactions turned off, then when it's a specific creatures turn, they can pause and turn on the reactions they want/need, then un-pausing the game. That would add an interesting dynamic of a turn-based game that needs RTwP to allow for Reactions.

Last edited by Zyllos; 08/07/22 03:58 PM.