Delaying to avoid Saving Throws or extend benefits

vic20

Fool
I have been working over some timing issues with my group, as they are looking at optimizing the duration of "...until the end of your next turn" benefits. I'm pretty sure I saw a thread here regarding using the Delay action and its impact on benefit extension/penalty avoidence.

I believe the thread indicated that when your initiative count comes around, you have to take all "At the beginning of your turn..." penalties (ongoing damage for one) as your turn begins regardless of your decision to take the Delay action during your (not yet played) turn. Similarly, I believe the thread indicated that the "until end of turn" benefits would end on your initiative count, as opposed to at the end of your turn when you eventually take it after Delaying...

I can't find the thread using search, so I might have seen it on another site? Anybody know of this?
 

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I believe the thread indicated that when your initiative count comes around, you have to take all "At the beginning of your turn..." penalties (ongoing damage for one) as your turn begins regardless of your decision to take the Delay action during your (not yet played) turn. Similarly, I believe the thread indicated that the "until end of turn" benefits would end on your initiative count, as opposed to at the end of your turn when you eventually take it after Delaying...

Right. Read "Delay", PHB p288 - particularly the "End of your turn" section.

-Hyp.
 

PHB page 288

End of Your Turn: You don’t have a normal end of
your turn (page 269). Instead, the things you do at
the end of your turn happen at two separate times.
End Beneficial Effects when You Delay: At the
moment you delay, end effects that last until the
end of your turn and that are beneficial to you or
your allies. For example, if on your previous turn you
stunned an enemy until the end of your next turn,
the stunned condition ends. You can’t prolong a beneficial
effect by delaying.

End Sustained Effects when You Delay: You can’t
sustain a power if you delay. At the moment you
delay your action, the “check actions spent” part of
the end of your turn occurs. Because you haven’t
spent an action to sustain any active powers, sustainable
effects end.

End Harmful Effects after You Act: After you
return to the initiative order and take your actions,
end effects that last until the end of your turn and
that are harmful to you. For example, if an enemy
stunned you until the end of your next turn, the
stunned condition ends. You can’t avoid a harmful
effect by delaying.

Make Saving Throws after You Act: After you return
to the initiative order and take your actions, you
make saving throws against effects on you.
 

The main reason for delaying in terms of conditions is if you hope someone else on your team can clear a crippling condition for you.
 

The main reason for delaying in terms of conditions is if you hope someone else on your team can clear a crippling condition for you.
This happened in the game I played last Sunday. The rogue was ahead of my paladin in initiative order and got weakened by an enemy. He delayed his action until after my paladin used Channel Divinity to give him a saving throw (he passed).
 


I have been working over some timing issues with my group, as they are looking at optimizing the duration of "...until the end of your next turn" benefits. I'm pretty sure I saw a thread here regarding using the Delay action and its impact on benefit extension/penalty avoidence.
Not to be impolite, but these rules aren't hard to find in the PHB... did you look?
 


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