Alex
Arcane
You can just remove the unnecessary abstraction from the system. The GM asks the player how they want to try to avoid the blast and rolls likewise. If a player wants to take cover, roll a dexterity test based on how far the cover is. If the player wants to use a magical cape, roll a simple dex test and diminish the damage according to the enchantment of the cape. If they tried to hit the fireball back to the wizard, roll a hard dex test and, if the player has some powerful magical weaponry, send the missile back. If not, he takes extra damage for being at the ground 0. Other actions could include teleporting away before the fireball hits, counterspelling it, throwing some kind of dousing potion at it or even simply being lucky (like a luck roll in a Fighting Fantasy game).I mean you can explain this away in various ways. For example you could say the individual in question dived behind some cover, or used a nearby opponent (or friendly!) as a meat shield. When that's not applicable, maybe they used a magical cape to cleverly shield themselves from most of the blast, or something similar, such as they dived to the ground and shielded their face from the blast, compared with the big dumb fighter who just stood there going 'GRAGH?'When using the combat layer, the initiative system dictates that spells such as Fireball happen instantly (Some spells take longer to cast but they are the exception). The concept of enemies dodging the Fireball is accounted for by the reflex save.May be it's improper place to ask, but how do you play at your table top?
Specifically, how do DM's handle simultaneous nature of fights in real world? Are the actions broader (like, "I am firing fireball at the group of goblins" -- "The goblins moved out, you missed")? Is there any interrupt system (like, "one especially stinky goblin on a giant rat shoots your mage who is trying to cast fireball. Roll concentration check")? Or does it work like that stupid TB mod of yours ("Your fireball hits perfectly, covers all of goblins, half of goblins saved for half damage, the other half are dead")?
(snip...)
Which, by the way, frequently makes no sense at all. Older D&D editions had the excuse of having abstract combat and not having attributes affect saves for the most part. In D&D 3e you instead have people dodging a fireball that covered more than the whole area they could escape to while inside a dungeon with no covers.
Of course there will always be inconsistencies.