Save at the end of your turn. So:Olgar Shiverstone said:For things like stun and sleep where you would lose an action, did that mean you lose an action this round, plus an action next round, save at the end of next round? So it was in part dependent on when you acted?
Separate question: How big were the rooms? With lots of enemies and the movement emphasis, I'd expect we need to plan bigger rooms.
1. Monster goes before PC, stuns PC. PC doesn't get any actions, but still saves at the end of his turn. Monster goes before PC, misses, PC acts.
2. Monster goes before PC, stuns PC. PC doesn't get any actions, and fails save at end of his turn. Monster goes before PC, stuns PC. Repeat.
That said, with the 'call out' abilities, forced movement, and other things, I'm hopeful you won't get those situations very often. As a DM, I've always played monsters 'realistically'; eg, they'll engage a threatening opponent rather than beat on the guy that can't fight back and ignore the guy sticking the sword through their ribs. So it probably doesn't come up in my games often anyway.
The rooms were mostly 150 square squares (isn't that awkward). Some rectangular, some more square. (You enter a large square room, approximatley 150 square squares, 15 squares long and 10 squares wide. Ugh) Enough to provide some tactical movement, especially with pits and traps and such to break things up. All were small enough that range was never an issue, really, except for a couple hand thrown weapons.
Movement is X squares (the eladrin ranger was 6, and I think the heavy armor wearers were down to 4) per move action. Running is +2 movement to that, so if I ran as a move action, I moved 8. Trade in my standard for a second move, and I could 'double run' 16. Didn't seem to be any 'must be in a straight line' crap (which is good).
Also, charge is a standard action, and you can move around. The only restriction was that the last two squares be towards your enemy. So that's another welcome change.