A topic from AEG's L5R CCG Rules forum, copied for Oracle of the Void from a copy of the forum saved in October 2015, so pages it didn't save are missing. Players' names are left out; the rules officials are named. Rulings are as they stood on these dates; later rulings, the rulebooks and the Rules Archive may differ.
A player, 16 January 2014
From what I can tell the sequence for taking an action is now:
Announce action Pay costs [Interrupt window] Resolve effects in order, targeting cards as required.
This would mean that if my opponent is taking a ranged attack or fear action, I have to choose whether to use my copy of The Turtle's Shell or A Stout Heart before I find out which of my cards my opponent intends to target, correct?
Also, I assume Interrupts follow the same "Players take turns announcing actions until both players pass" pattern that Open, Battle and Engage actions do, but which player gets the first opportunity to take an interrupt. Options for this I can think of:
The Player who announced the action The Player who didn't announce the action The Player who's turn it is If during a battle, the attacker If during a battler, the defender The active player (I believe this is always the Player who's turn it is)
Which player gets the opportunity to interrupt first is important. For example it determines whether a player announcing a ranged attack finds out whether his opponent intends to negate it before the announcer chooses to boost it's strength.
Brook Cunningham (rules official), 16 January 2014
From what I can tell the sequence for taking an action is now:
Announce action Pay costs [Interrupt window] Resolve effects in order, targeting cards as required.
This would mean that if my opponent is taking a ranged attack or fear action, I have to choose whether to use my copy of The Turtle's Shell or A Stout Heart before I find out which of my cards my opponent intends to target, correct?
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All correct.
Also, I assume Interrupts follow the same "Players take turns announcing actions until both players pass" pattern that Open, Battle and Engage actions do, but which player gets the first opportunity to take an interrupt?
Yes, Interrupts follow that "take turns until both pass" sequence, like Reactions, and also as it is currently with Reactions, the Active Player (and you are right, that's the player whose turn it currently is) has the first opportunity to play Interrupts to an action (Ivory Advanced RB, pg. 47).