shilsen said:
Funnily enough, that's how the rules work. If a monk stuns someone for 1 rd with his third and last attack of his flurry of blows, one can argue that the target should remain stunned until after the monk's third attack in the next round. But by the rules, he becomes un-stunned just before the monk's turn comes up in the next round.
And that's how "for 1 rd" effects occur in the 3e rules.
No, that's how stunning fist works. Anyway, I seem to have mistyped "stunned" when I meant "dazed." And, as we know, the
only effect that being dazed has is that you cannot take actions. So, if you do not lose your actions on your next turn, the effect on the caster of casting a Three Thunders spell is nothing. Since the spell description doesn't say the effect is nothing, but in fact says that the caster is dazed for one round, the only interpretation that remains is that the caster is dazed for one round. This can only mean that he loses his actions during his next turn.
You might also notice that the word "round" has several meanings in D&D. One of which is "from an initiative count on one round to the same count on the next round", in which case it indicates a temporal duration. Another meaning is "an allotment of actions which are taken to occur in less than or equal to six seconds." The description of this feat obviously refers to the second meaning, because otherwise it means nothing at all. You are dazed for one round, which means you lose one round worth of actions, specifically the next round worth of actions you are allowed.
That other "reading" is just a deliberate and cynical misinterpretation of both the rules, and the intention of the authors.
SRD said:
Effects that last a certain number of rounds end just before the same initiative count that they began on.
This is the only reference to the way that effects expire after a certain number of rounds to be found in the rules. The dazed condition begins at the next point at which you are able to take actions, which is your next turn. It lasts for one round, which means you become undazed just before you begin the turn after that.