Can you delay your turn and take it later in the round?
Nope. When it’s your turn, either you do something or you
don’t. If you don’t want to do anything, consider taking the
Dodge action so that you’ll, at least, have some extra pro
-
tection. If you want to wait to act in response to something,
take the Ready action, which lets you take part of your
turn later.
For a variety of reasons, we didn’t include the option to
delay your turn:
•
Your turn involves several decisions, including where
to move and what action to take. If you could delay your
turn, your decision-making would possibly become
slower, since you would have to consider whether you
wanted to take your turn at all. Multiply that extra
analysis by the number of characters and monsters in
a combat, and you have the potential for many slow
-
downs in play.
•
The ability to delay your turn can make initiative mean
-
ingless, as characters and monsters bounce around in the
initiative order. If combatants can change their place in
the initiative order at will, why use initiative at all? On top
of that, changing initiative can easily turn into an unwel
-
come chore, especially for the DM, who might have to
change the initiative list over and over during a fight.
•
Being able to delay your turn can let you wreak havoc on
the durations of spells and other effects, particularly any
of them that last until your next turn. Simply by changing
when your turn happens, you could change the length
of certain spells. The way to guard against such abuse
would be to create a set of additional rules that would
limit your ability to change durations. The net effect?
More complexity would be added to the game, and with
more complexity, there is greater potential for slower play.
Two of our goals for combat were for it to be speedy and
for initiative to matter. We didn’t want to start every combat
by rolling initiative and then undermine turn order with a
delay option. Moreover, we felt that toying with initiative
wasn’t where the focus should be in battle. Instead, the
dramatic actions of the combatants should be the focus,
with turns that could happen as quickly as possible. Plus,
the faster your turn ends, the sooner you get to take your
next turn.