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General Tabletop Discussion
*Dungeons & Dragons
5E and delaying your turn.
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<blockquote data-quote="NotAYakk" data-source="post: 8034114" data-attributes="member: 72555"><p>Delay makes "until the start/end of your next turn" not work.</p><p></p><p>Either the end/start if your next turn follows the delay or not.</p><p></p><p>If end follows, you can use delay to extend buffs, including "radiating" ones, longer than anticipated.</p><p></p><p>If end does not follow, you can use delay to dodge 1 turn debuffs.</p><p></p><p>You could patch this with yet more rules and wording.</p><p></p><p>If you want an (almost) expoit free verson:</p><p></p><p>Reorder action. You pick a creature. If they also do the reorder action picking you, you and the creature swap locations in the initiative order next round.</p><p></p><p>This is costly, and I could probably still exploit it.</p><p></p><p>"Going right after" is a powerful gamist feature of combat. Not being able to control it means it doesn't have as lasting a strategic value. Delay reitroduces it.</p><p></p><p>Combat is chaotic; sometimes coordination is eady, sometimes not.</p><p></p><p>Thr familiar is an example; being able to go right after it is <em>strong</em>. Without that, you have to pick the target, and hope they are still good an average of a half round away.</p><p></p><p>Because the familiar in your houserule goes after you, you can either help other players, or have to wait till next round to use the free advantage. Or move up and ready an action to attack and not get to disengage.</p><p></p><p>Imperfect coordination.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8034114, member: 72555"] Delay makes "until the start/end of your next turn" not work. Either the end/start if your next turn follows the delay or not. If end follows, you can use delay to extend buffs, including "radiating" ones, longer than anticipated. If end does not follow, you can use delay to dodge 1 turn debuffs. You could patch this with yet more rules and wording. If you want an (almost) expoit free verson: Reorder action. You pick a creature. If they also do the reorder action picking you, you and the creature swap locations in the initiative order next round. This is costly, and I could probably still exploit it. "Going right after" is a powerful gamist feature of combat. Not being able to control it means it doesn't have as lasting a strategic value. Delay reitroduces it. Combat is chaotic; sometimes coordination is eady, sometimes not. Thr familiar is an example; being able to go right after it is [I]strong[/I]. Without that, you have to pick the target, and hope they are still good an average of a half round away. Because the familiar in your houserule goes after you, you can either help other players, or have to wait till next round to use the free advantage. Or move up and ready an action to attack and not get to disengage. Imperfect coordination. [/QUOTE]
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