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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Delaying, and effects that end on your enemy's turn
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4922134" data-attributes="member: 82106"><p>By RAW you can delay any time your turn comes up. There are no restrictions on when or why you can do it except it has to be your whole turn you delay, and you must be neither dazed nor unable to take any actions. So a dying character for example wouldn't normally be able to delay, nor one that was stunned.</p><p></p><p>Notice that the start and end of turn procedure stuff in the delay rule is intended to take care of situations where you could gain an advantage because of delaying. </p><p></p><p>As you pointed out, in your case the effect is not tied to your turn, but to the enemy's turn. A few things are worth pointing out.</p><p></p><p>1) You are still blinded for the normal duration and there are a number of effects related to that which could still hurt you, like not being allowed to take OAs, -5 penalty to hit if you were to say use a reaction to do something, inability to see enemies can negate various other abilities too. Granted none of those may apply to you specifically, but its not as if you totally negated the effects.</p><p></p><p>2) You are losing out on total actions. Every time you shift down in the initiative order you're essentially giving every enemy you skip past an extra action compared to you. Some enemy could kill your character during that delay or maybe whatever you would have done at your normal initiative, blind or not, would have changed the outcome of the battle.</p><p></p><p>In other words, its not a freebie, and that's why it doesn't really make sense to ban it. I can understand the DM's frustration, but the monster is still benefiting. If he really feels that a "till end of my next turn" duration is not strong enough then he should modify the power to be "save ends" or "until end of target's next turn" or something like that.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4922134, member: 82106"] By RAW you can delay any time your turn comes up. There are no restrictions on when or why you can do it except it has to be your whole turn you delay, and you must be neither dazed nor unable to take any actions. So a dying character for example wouldn't normally be able to delay, nor one that was stunned. Notice that the start and end of turn procedure stuff in the delay rule is intended to take care of situations where you could gain an advantage because of delaying. As you pointed out, in your case the effect is not tied to your turn, but to the enemy's turn. A few things are worth pointing out. 1) You are still blinded for the normal duration and there are a number of effects related to that which could still hurt you, like not being allowed to take OAs, -5 penalty to hit if you were to say use a reaction to do something, inability to see enemies can negate various other abilities too. Granted none of those may apply to you specifically, but its not as if you totally negated the effects. 2) You are losing out on total actions. Every time you shift down in the initiative order you're essentially giving every enemy you skip past an extra action compared to you. Some enemy could kill your character during that delay or maybe whatever you would have done at your normal initiative, blind or not, would have changed the outcome of the battle. In other words, its not a freebie, and that's why it doesn't really make sense to ban it. I can understand the DM's frustration, but the monster is still benefiting. If he really feels that a "till end of my next turn" duration is not strong enough then he should modify the power to be "save ends" or "until end of target's next turn" or something like that. [/QUOTE]
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Delaying, and effects that end on your enemy's turn
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