I've always read it as defensive stunts being mostly ways of describing an active dodge; more for colour than anything else. There's no reason why there couldn't be reflexive actions (some of the Fu schticks work that way, in any case), and as long as you make the shot cost appropriate there's no problem. I'd say they should only be used to prevent further badness (no reducing damage or causing any harm to an opponent- unless dramatically appropriate). Think of saving throws. Itend to work slightly differently; if there's something nasty that's about to happen I make sure the characters have an action available to do something about it. For example, if they're knocked of a bridge their next acton will find them within grasping distance of the rail. After all, sequences are nominally 3 seconds long, and you can't fall far in half a second. As long as you make sure that defensive stunts don't hose the active dodge rules of give an unfair advantage, run it how you will.
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