A subtle change occurred in my design of immediate and interrupt powers that I never articulated but I think makes a ton of sense from where I’m standing.

3e has Attacks of Opportunity — normally you get one per round, but the Combat Reflexes feat gives you additional AOOs based on your Dexterity bonus, which is cool. Immediate actions were introduced in 3.5 alongside Swift actions — they were mostly used for spells, and some new feats and stuff.

4e divides the off-turn into Opportunity and Immediate actions. Opportunity Attacks (OAs or “Opp Attacks”) use Opportunity actions and everyone gets one per combatants turn(!), which is like 3e Combat Reflexes ON CRACK. The humble Immediate action is divided into “Interrupts” and “Reactions.”

In the interest of speeding up combat and making it less “my turn, your turn,” I’ve consolidated “player” and “monster” turns which means among other things, that everyone can only ever have one Opportunity and/or Immediate action — ever.

I’ve changed two things — one on accident, and one on purpose.

One change is consolidating Opportunity and Immediate actions. That was totally an accident, and I don’t even remember why I did it. It stuck around and I’m only just starting to see how and why this was a great thing.

I’ll get to why in a minute.

The other change — which complements the former — was making Immediate actions “only” Immediate, which technically consolidates Interrupts and Reactions. Then I made a new keyword or tag for “Interrupts.”

This second change was originally for notation, not mechanical reasons.

I have this mantra you see, which I use to help me simplify my designs whenever I spend too much time mucking around in abstract concepts.

Nobody cares. Nobody cares. Nobody cares.

It might sound pessimistic but the point is I can create all these wonderfully elegant designs — but it’s only part of the development process and I’m the only one who gets anything out of it. The players want to play, not appreciate art.

That leads me to slash a lot of elegance in favor of expediency. It leads me to ask the questions, “what is fun? What does the player want to do?”

And as much as I think players might enjoy Opportunity Attacks, they like it more when things go “according to plan,” and that centers more around the main turn than the off-turn. Immediate and Opportunity actions are more a contingency thing, more of a “strategery” thing that I think is harder to appreciate.

Accessible fun. That’s what we want.

That’s why hardly anyone plays Blue in Magic, when it’s arguably the most powerful color (and always has been). There are other things that are worth working for — rituals and magic items. You can work for those instead.