Would it be feasible or would there be too many mechanical problems if I would leave only two duration effects in the game; end of next turn of the affected and save ends? Both would end at the same phase of the turn, only save ends durations could last longer.
I thought of this simplification, but I discarded it in my earlier message due to the following problem:
Cleric casts -2 AC Debuff on Foe. Initiative is:
Cleric
Foe
Fighter
Rogue
Wizard
Ranger
The -2 does nothing. Since the Foe gets to go before all of the rest of the PCs, none of the rest of the PCs get to benefit from the debuff.
It would work for attack debuffs, just not defense debuffs.
The only solution is a debuff that last until the end of the user's turn. In this case, the Cleric.
It cannot even be the start of the user's turn because if you have a 1 on 1 of Cleric vs. Foe, the Cleric would not be able to benefit from his own Prayer.