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The Dresden Files => DFRPG => Topic started by: Haru on September 12, 2010, 04:29:18 PM

Title: Block, Counterspell and the like
Post by: Haru on September 12, 2010, 04:29:18 PM
Yesterday we made our first characters and tested the waters, so to speak. There was something odd about the block/counterspell mechanics. I already looked in the forums and read the rules passages over and over, but it feels really odd.

To test the mechanics, we let the 2 sorcerers in the group fling around some spells at each other. The first sorcerer was specialised in spirit evocations and threw a spirit attack power 7 at the other and landet +4 on his roll, making it an attack of 17. We went through the options the other sorcerer (with an earth specialisation) had, none seemed to be satisfying:

- an earth block would only counter part of that spell, so a block 7 would still result in 10 stress
- a dodge against an attack roll of 10 was outright impossible due to a low athletics skill
- a counterspell seemed wrong, because the countering sorcerer did not know spirit evocations

On the other hand, if we would let him do a counterspell, he would only need to roll 7 on his disciplin roll, making it more effective to counterspell the evocation he doesn't even know, than to block it with the evocation he knows extremely well.

Another idea I had was this: if I put up a block in advance, because having a block is always a good idea in a situation like this, and when I am attacked, I put up a second block, in this case it would amount to two power 7 blocks, reducing the attack to only result in 3 stress. That would mean, everything comes down to the one thing most important for a wizard: preparation.

That and the realisation that evocations can hit you like a freight train, which probably should not come as a surprise...
Title: Re: Block, Counterspell and the like
Post by: Tbora on September 12, 2010, 04:37:07 PM
1) What refresh are you playing at?

2) And just how are you calculating the shifts in a spell, because unless your playing in a high teens refresh game there is no way your spells can be that powerful.
Title: Re: Block, Counterspell and the like
Post by: Haru on September 12, 2010, 04:43:56 PM
We created the characters at the submerged level, so 10 refresh.

I have never played fate before, so I admit, I might have done something wrong, but I did it exactly as the examples described it.

The first sorcerer was at 5 conviction and 5 discipline. His specialisation and foci made that into 7 and 6 for spirit attacks, so a 7 spirit attack would be at his conviction level, 6 control + 4 shifts from his roll would put his attack at 10 plus weapon:7 from the spell is 17.
Title: Re: Block, Counterspell and the like
Post by: lankyogre on September 12, 2010, 06:19:16 PM
One thing that is throwing it off is the +4 on the discipline roll. That will make an extremely nasty attack. A straight block from another spellcaster probably can't reach that unless you let them invoke or tag an aspect or two. In this specific example, the fates really aligned to boost the attacking player. A block and an enchanted item that had armor would probably be the best defense, though the wizard would still need to take a consequence or two depending on their physical stress track.

This does show why Harry doesn't is always hurt or injured and tries to find ways out of straight magical brawls with other casters.
Title: Re: Block, Counterspell and the like
Post by: WillH on September 12, 2010, 06:45:30 PM
The Discipline roll is what targets a spell.  To dodge or block a spell you only need to beat the discipline roll. Only shifts over the dodge roll or block value add to the stress done by the spell, not the total discipline roll.
Title: Re: Block, Counterspell and the like
Post by: Wolfwood2 on September 12, 2010, 06:57:16 PM
The Discipline roll is what targets a spell.  To dodge or block a spell you only need to beat the discipline roll. Only shifts over the dodge roll or block value add to the stress done by the spell, not the total discipline roll.

Yeah, I think he knows that.  But with a 10 on the discipline, it's going to be tough to dodge or block.
Title: Re: Block, Counterspell and the like
Post by: zcthu3 on September 12, 2010, 07:33:04 PM
And just how are you calculating the shifts in a spell, because unless your playing in a high teens refresh game there is no way your spells can be that powerful.

Actually Wizards can easily be that powerful. In our 10 (now 11) refresh game, the Wizard has Conviction 5, 4 Mental Stress and an additional mild consequence.

For 1 stress, the Wizard starts at a base power of 5. If he uses his 4th stress box this can be increased to a base power of 8. This is before he takes consequences. Taking a mild consequence in addition to taking the 4th stress box can increase this to a base of 10 (i.e. a 6 stress hit divided between consequence and stress).

All this before taking into account Focus and/or specialisation bonuses.

The problem is with controlling that much power. If the wizard does, however, get a high enough control roll this effect (remembering Focus an/or specialisation bonuses, aspects and fate points), then our wizard can throw a 10 shift effects with a mild consequence which, if an attack, could inflict up to 20 stress. The defensive block of +7 posited by the OP would reduce this to a 13 shift attack.
Title: Re: Block, Counterspell and the like
Post by: Belial666 on September 12, 2010, 11:03:03 PM
A submerged wizard with 2 refinements that focuses on blasting can have;

Conviction and Discipline +5
+2 control, +1 power to chosen element
Foci giving +3 control and +3 power for offense



That easily allows him to do Weapon 9 attacks at +10.  :P
Title: Re: Block, Counterspell and the like
Post by: MijRai on September 12, 2010, 11:18:52 PM
A single wizard at -10 Refresh and 2 Refinement would be pretty powerful.

Skills
+5 Conviction
+5 Discipline
Specialization (Element, other Element, other element)
+1 Element Power, +1 Element Control,
Foci
+4 Offensive Element Control
+4 Offensive Element Power

Skills are simple.
Specialization, the Evocation's free one and half of one refinement.
For Foci, you get 4 focus item slots from having evocation and thaumaturgy. That is +2 for Control and Power. I add 3 from Refinement. Finally, you can have an extra Power or Control slot if the foci is tied to a single Rote.

So this guy can cast 10 shift offensive spells at +10, for a single mental stress. He also has 25 skill points left over, to use how he wishes. I wouldn't put all of my refinement into focus item slots, but that is because I am always worried about them being taken.
Title: Re: Block, Counterspell and the like
Post by: luminos on September 12, 2010, 11:22:27 PM
To the OP:  You didn't do anything wrong, there was no way the defender was going to get out of being hit by that spell.  A few things to note though.  He can't cast a block to defend against the attackafter the attack has been cast, same thing with a counterspell.  He can only take those actions on his turn, and the defense against an attack spell happens as a free action on the attackers turn.  So really, he is even more screwed than the example shows.  Also, blocks don't stack.  If the defender had two blocks against attacks up, he'd simply have to choose the largest one and ignore the other.
Title: Re: Block, Counterspell and the like
Post by: Haru on September 13, 2010, 09:38:18 AM
Ok, so evocations are intended to be that powerful, good.

To clarify the actions:
All he could have done was to try and dodge the spell (rolling athletics against the 10 shifts of the discipline roll), right?
If he set up a block beforehand, that would have helped, so obviously that should be the first thing anyone does.

Can I even counterspell an attack evocation? If for example I wait until the other sorcerer starts his evocation to disrupt it at the same time? Would be useful if in a conflict every group has a wizard, and all they do is cancel each other out. Or better yet: just waiting for the other one to act to cancel him out.
Or are counterspells only to destroy blocks and maneuvers?
Title: Re: Block, Counterspell and the like
Post by: babel2uk on September 13, 2010, 10:17:03 AM
Can I even counterspell an attack evocation? If for example I wait until the other sorcerer starts his evocation to disrupt it at the same time? Would be useful if in a conflict every group has a wizard, and all they do is cancel each other out. Or better yet: just waiting for the other one to act to cancel him out.
Or are counterspells only to destroy blocks and maneuvers?

Well, you can counterspell Thaumaturgy spells etc. But in my opinion, as far as evocation goes the effect has to be ongoing in your turn to act (rather than react) in order for you to counterspell. It might be possible (though I think it'd be houserule territory) to hold your action with the specific intent of counterspelling, but you'd probably be doing it blind (without the lore roll) and hoping you put enough power in to achieve. My own take on the way Counterspelling works is that the Lore roll not only represents determining the power required, but also the exact way to apply your will to the weak spots in the spell construct, so in my own game I wouldn't allow a counterspell as a defence (reaction) option.
Title: Re: Block, Counterspell and the like
Post by: Njal on September 13, 2010, 02:59:15 PM
Heh, this topic actually made me register.

IMO you have to allow reactive counterspells to be true to the books. You several different occasion in the books with reactive counterspells.
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My house rules on the subject are that you are allowed to cast counterspells up to the limit of your Lore if you are aware of the attack (ie it's from a known attacker)  in a round with a penalty of -2 for every counterspell after the first.

If you don't have any skill in the particular element then there is another penalty of -2. You still get to make an assessment as to the power level of the attack with a penalty if you don't know the element. I'm still undecided as to how much stress you inflict with a counterspell but that's my hangup with the system. :)
Title: Re: Block, Counterspell and the like
Post by: babel2uk on September 13, 2010, 03:37:27 PM
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Fair enough, but
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My house rules on the subject are that you are allowed to cast counterspells up to the limit of your Lore if you are aware of the attack (ie it's from a known attacker)  in a round with a penalty of -2 for every counterspell after the first.

If you don't have any skill in the particular element then there is another penalty of -2. You still get to make an assessment as to the power level of the attack with a penalty if you don't know the element. I'm still undecided as to how much stress you inflict with a counterspell but that's my hangup with the system. :)

Not sure from the Counterspell description that you need to be able to manipulate the element in question. It's described as a matter of applying your will to the opponent's spell construct. I'd have thought if you're going to make being able to use the element in question important to the ability to counterspell, there should be some allowance or bonus for using the opposing element to neutralise the energy (using Water against a Fire spell, Earth against an Air spell etc).

Not sure what you're getting at on the stress thing. As far as I recall, the counterspell section doesn't mention stress at all - though I'm inclined to think that the person performing the counter should take stress for channelling the energy as per the normal casting rules. I don't think it inflicts stress on the caster of the original spell (over and above what they've taken in the initial casting). But the section on counterspell is a little hazy and might benefit from some more illustrative examples. Maybe one of the writers could oblige if they're following this discussion?
Title: Re: Block, Counterspell and the like
Post by: wolff96 on September 13, 2010, 03:40:02 PM
IMO you have to allow reactive counterspells to be true to the books. You several different occasion in the books with reactive counterspells.
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I would respectfully disagree with you on both examples.  I think these are classic blocks, with cool descriptions by the "GM".  None of the bad guys in question were doing well enough with their moves to punch through the blocks, but that's boring compared to a description of someone *actively* warding off attack.

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After all, would Cowl *really* have let Harry toss a car on him if he could have simply disrupted the Evocation?  If there were counterspells available, wouldn't
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Title: Re: Block, Counterspell and the like
Post by: MijRai on September 13, 2010, 03:54:47 PM
Heck, in the Shagnasty example, he is explicitly described as doing the shuffling steps of a sacred dance...  that's a dodge if I've ever heard of one, just described in a really cool way!  Then it's a straight shape-shifter battle after that.

Actually, it wasn't a dodge. It was a part of his defensive spell, when he summoned enough rain to drown turkeys. If I remember correctly, he was doing it in place, so it wasn't worth shiznit for a dodge. Ever hear of a rain dance? We saw one there.
Title: Re: Block, Counterspell and the like
Post by: Njal on September 13, 2010, 04:14:31 PM
I would respectfully disagree with you on both examples.  I think these are classic blocks, with cool descriptions by the "GM".  None of the bad guys in question were doing well enough with their moves to punch through the blocks, but that's boring compared to a description of someone *actively* warding off attack.

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After all, would Cowl *really* have let Harry toss a car on him if he could have simply disrupted the Evocation?  If there were counterspells available, wouldn't
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I will have to disagree with you on the Ivy example. Harry says they are wearing her down by causing her to use up energy with each attack. If it was a block she could have been lounging around sneering at them.

You have a point about Cowl certainly and I can't remember enough about the Changes incident since my daughter ran off with my copy a while back after I had only read it once.
Title: Re: Block, Counterspell and the like
Post by: Richard_Chilton on September 13, 2010, 05:01:30 PM
I think that this discussion reinforces the value of enchanted items.

Someone attacks Harry? He's got those enchanted items to fall back on.  I can't see him needing to take an action to use his duster and once his shield is up, it's up (acting either as armour or a block).  He rarely worries about counterspells because he trusts his defenses to handle things for him.

Richard
Title: Re: Block, Counterspell and the like
Post by: wolff96 on September 13, 2010, 07:50:28 PM
Actually, it wasn't a dodge. It was a part of his defensive spell, when he summoned enough rain to drown turkeys. If I remember correctly, he was doing it in place, so it wasn't worth shiznit for a dodge. Ever hear of a rain dance? We saw one there.

I was actually referring to the first part, when he kind of shuffles in place and 'somehow the blasts just missed him'.  I had forgotten the rain summoning in the next pass...  Guess that's what I get for posting at work.  :P
Title: Re: Block, Counterspell and the like
Post by: Wolfwood2 on September 13, 2010, 08:31:39 PM
I think it makes fights between wizards more interesting if they're counterspelling each other.  It also reinforces the value of having allies along to attack while the group spellcaster tries to tie up the other guy's magic.

Therefore I'd allow counterspell blocks on the justification that it makes for superior gameplay rather than appealing to novel canon or trying to suss out the intent of the rules.
Title: Re: Block, Counterspell and the like
Post by: Haru on September 13, 2010, 11:10:39 PM
Thanks everyone for your contribution. I don't think enchanted items alone will work only so far. Sure an armour or a block can help, but I think infight counterspells can really add to a high power game.


As a houserule, I would do it like this:
Without the lore roll to determine how much power the spell was cast at, so the counterspeller is flying blind. He makes a counterspell evocation at a power he choses beforehand, done by the standard evocation rules, including mental stress. If he is not able to match the power of the spell with the power of his counterspell, the only thing he achieves is to lower the weapon rating of the spell, it still hits with the full discipline roll made plus the remaining power. If on the other hand the counterspeller is above the power of the incoming spell, he gets an extra stress per shift of power above the incoming spell, reflecting the power that is summoned yet unused . Plus, the counterspeller has to have his action waiting for a spell to counter, it is not a defence action.

So in my example from above:
Weapon:7
Discipline Roll: 10

The defending sorcerer tries to counter the attack. He doesn't think his opponent would go all in in the first round, so a counterspell:5 should do. He rolls a 6 on his discipline roll, so he can easily apply his will to the incoming attack. Unfortunately that only brings the powerlevel of the spell to a 2, which is still enough to inflict 12 physical stress combined with the shifts from the attack. As an evocation, the counterspell inflicts 1 base stress, because it is at the conviction of 5 (bonus from foci would apply) of the counterspelling sorcerer.

If he had gone with a counterspell:8 instead, it would have looked like this:
assuming he succeeds in his discipline roll, he overshot his counterspell by 1. He rips the incoming attack right out of existence, but now he has to deal with the backlash. First, he will get 1 base stress plus 3 for each level of power above his conviction. And 1 additional stress for the 1 power his counterspell is above the incoming attack. This results in 5 mental stress. Not cancelling the stress out to zero, but this is a hell of a lot better than in the example above.

You can wear yourself out by this quicker than if you would sling out spells yourself, but I think it is a good option. Maybe another rule to add 2 shifts to not cancel out a spell but redirect it. The rules above would still apply, so if you have an power 5 spell incoming, you would have to at least put 7 shifts into the spell to redirect it. Anything above that gives an extra stress as a standard counterspell would, but it does not increase the spells power. If the counterpower (power - 2 shifts for redirecting) is below the attacking spell the attackpower is just decreased as above, nothing is redirected. The redirection attempt has to be announced before the counterspell is cast.

And last but not least, I might go with the penalty for not knowing an evocation element, but I don't know if that really is necessary.

Oh and one absolutely last thought: the sight should cancel out the "flying blind" disadvantage, making it possible for the wizard to assess the power of the spell by a Lore roll. I was first thinking of just having him know the spells power without a roll if he activates the sight, but that would be too easy. Plus, that way the sight is not such a major advantage, so any wizard would still think twice about opening it up in a combat situation.

I would have to test this, but I like it so far.
Title: Re: Block, Counterspell and the like
Post by: Becq on September 13, 2010, 11:59:34 PM
This was mentioned earlier, but it's probably worth stressing that your example represents what in other RPGs would be a 'critical hit'.  There's only a bit more than a 1% chance (ie, quite a bit less chance of getting a crit than in D&D) of that wizard getting the roll you saw there.  More often, it would average out to be a w:7 spell with a Discipline roll of 6 ... meaning that there's some backlash about to happen.  And there's just as much chance to get a 'critical failure' with a Discipline roll of 2 ... meaning someone is going to be suffering some consequences.  You also have a wizard that is highly optimized toward spellcasting ... and probably not so good at a lot of other things.

Also, keep in mind that with only four stress boxes and each spell costing at least 1 stress, there's a limit to how many opportunities there will be to try for that 1% crit chance.
Title: Re: Block, Counterspell and the like
Post by: babel2uk on September 14, 2010, 07:51:36 AM
I think it makes fights between wizards more interesting if they're counterspelling each other.

I'd have thought it actually makes it rather dull. I mean basically what you're going to have visually is two guys stood there yelling at each other (in whatever language they use to cast their spells) with little or nothing of interest really happening (I'd go as far as to say it would make magic mundane - which is a bit of a cardinal sin imho). I'd far rather have my spell casters dodging blasts of lighting, eldrich flames boiling off shields and generally a more action packed scene, it's more interesting to both play and GM.

Terry Goodkind's Sword of Truth series uses precisely this application of spell casters negating each others spells. The main wizard character actually states at one point that if the gifted are doing their job properly then the army will think they're just stood around doing nothing.

It would (as Becq says) be self limiting as you're only likely to be able to do a small number of counters, but it's likely to be visually deeply dullwhile you do those, and then you have to take consequences or Physical stress to cast your own spells.
Title: Re: Block, Counterspell and the like
Post by: Belial666 on September 14, 2010, 08:10:31 AM
First of all, if the counterspell doesn't have enough shifts of Power to stop a spell, it fails outright and does nothing. If it has more power, the extra power causes Fallout. Counterspelling quickly is a bad idea...

Therefore I'd allow counterspell blocks on the justification that it makes for superior gameplay

Exchange 1: wizard A attacks and his spell is countered by wizard B. Wizard B attacks and his spell is countered by wizard A.
Exchange 2: wizard A attacks and his spell is countered by wizard B. Wizard B attacks and his spell is countered by wizard A.
Exchange 3: Both wizards have already run out of mental stress. The fight continues with fists.




So if counterspells are allowed, wizards will have energy for only 2 exchanges. What superior gameplay is that?
Title: Re: Block, Counterspell and the like
Post by: MijRai on September 14, 2010, 04:17:44 PM
Exchange 1: wizard A attacks and his spell is countered by wizard B. Wizard B attacks and his spell is countered by wizard A.
Exchange 2: wizard A attacks and his spell is countered by wizard B. Wizard B attacks and his spell is countered by wizard A.
Exchange 3: Both wizards have already run out of mental stress. The fight continues with fists.


So if counterspells are allowed, wizards will have energy for only 2 exchanges. What superior gameplay is that?

I'd work it out a bit better. Maybe make a counterspell cost more stress to do on the fly.
Title: Re: Block, Counterspell and the like
Post by: Haru on September 14, 2010, 04:37:21 PM
Exchange 1: wizard A attacks and his spell is countered by wizard B. Wizard B attacks and his spell is countered by wizard A.
Exchange 2: wizard A attacks and his spell is countered by wizard B. Wizard B attacks and his spell is countered by wizard A.
Exchange 3: Both wizards have already run out of mental stress. The fight continues with fists.


Not exactly. In my houserule set the counterspell is an action, so Wizard B would have to have an initiative at least at the same level as wizard A in order to counterspell the attack and not used his action this exchange. Once that is done he would not be able to attack again in the same exchange.

But I get your point, and I didn't say this is final. I haven't played that much yet, and maybe the rules really only felt weird because of the increcible discipline roll. I might just get used to the game a bit more, and maybe the group setup wasn't the best to do that either. I think I will try both rules and see which way feels better to my style of playing.
Title: Re: Block, Counterspell and the like
Post by: Becq on September 14, 2010, 05:07:24 PM
Generally speaking, use of skills is fluid, subject to providing an adequate 'excuse' explaining why the skill is appropriate.  For defense against spells, I think it's reasonable to allow evokers to use Discipline as a defense skill (I try to reshape the energy of his spell, redirecting it away from me).  This would be a pure defense roll, and would not create armor or block rating like a spell would, and cannot remove an established spell like a counterspell can, but also would not require drawing power (no stress cost).  Literally, you're just using Discipline instead of, say, Athletics, to defend.
Title: Re: Block, Counterspell and the like
Post by: MijRai on September 14, 2010, 05:14:20 PM
Generally speaking, use of skills is fluid, subject to providing an adequate 'excuse' explaining why the skill is appropriate.  For defense against spells, I think it's reasonable to allow evokers to use Discipline as a defense skill (I try to reshape the energy of his spell, redirecting it away from me).  This would be a pure defense roll, and would not create armor or block rating like a spell would, and cannot remove an established spell like a counterspell can, but also would not require drawing power (no stress cost).  Literally, you're just using Discipline instead of, say, Athletics, to defend.


I think it would require power, because you need to divert the power of the spell which is being cast by another.
Title: Re: Block, Counterspell and the like
Post by: Becq on September 14, 2010, 06:23:38 PM
I think it would require power, because you need to divert the power of the spell which is being cast by another.
You could look at it that way.  Or you could say that you are merely 'controlling' power that has already been summoned from someone else.  For example, the rules allow you to redirect the power from your own shield spell into an attack; this does not require any stress to do -- only a control roll.  And from a game balance perspective, why should a spellflinger need to spend stress to justify a particular skill as being an appropriate defense, when a gunfighter is not?  Keep in mind that this is not a spell -- a real defense spell would give a lasting block rating or armor rating in addition to your defense, that would potentially last for multiple attacks).  Instead, this is just getting creative with how you describe your ability to defend against magical attacks.  I think this is most likely the best explanation for
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  I'm not sure, by the way, that specializations/focuses would apply to this use of Discipline.  If they did, you would need to use the specialization that matched the power drawn by the attacker for the spell.

A good example of the kind of justification I'm proposing here is on YS207, where a character is performing a maneuver to give himself a "Deep in Concentration" aspect to aid in picking a lock, and another character uses Guns as a defense skill to 'defend' against this maneuver.

Title: Re: Block, Counterspell and the like
Post by: Belial666 on September 14, 2010, 06:40:05 PM
Such a use of Discipline requires a Stunt.
Title: Re: Block, Counterspell and the like
Post by: Becq on September 14, 2010, 07:27:52 PM
Such a use of Discipline requires a Stunt.
Evocation already, in effect, adds a 'trapping' to the Discipline skill to allow it to control magical energy.  Why would you need another stunt to do so?  Note also that the example I referenced did not indicate that Guns could only be used that way if a trapping was added via a stunt...

Again, this is just my opinion, your GM might disagree, and that's fine.  But given that DFRPG encourages coming up with creative ways to use skills, I think that this as a house rule would be easily within the spirit of the rules, and would be reasonable from a game balance perspective.  After all, if you can justify defending against lockpicking by using Guns skill, how hard is it to justify defending against spells with magical skill?
Title: Re: Block, Counterspell and the like
Post by: Belial666 on September 14, 2010, 07:36:39 PM
It allows control of your own energy. Much like, say, "guns" allows you to control your own gun.

To control your enemy's gun you'd need a pretty pricey power. To use "guns" to defend you'd need a stunt.
Title: Re: Block, Counterspell and the like
Post by: stitchy1503 on September 15, 2010, 03:03:54 AM
I dont know if i'd say that, couldnt you use the guns skill in a block, for instance "cover fire"?
Title: Re: Block, Counterspell and the like
Post by: babel2uk on September 15, 2010, 08:19:52 AM
I dont know if i'd say that, couldnt you use the guns skill in a block, for instance "cover fire"?

Yes, I'm fairly certain there's an example of that in the rule book. It's a block applied to a particular maneuver (spraying bullets into a doorway to stop someone escaping through it, in the case of the example). I could quite easily see that changed to a block on shooting and movement placed on a particular person or small area (depending on the size and rate of fire of the gun) - that may even be stated in the example in the book. That is an action though, not a reaction. It's not something you could decide to do as someone shoots at you - you'd need to use your own action to place the block before your enemy opens fire this exchange. I think Belial666 was meaning that you couldn't use guns as a form of dodge roll (i.e. reaction to the incoming fire) - I may be wrong though.

In my opinion it's the same thing for Counterspelling. It's not something you should be able to use reactively - there's too much analysis involved.