No... that's not what I'm suggesting. But, it's fair that you think that's easier to track than I do. That duration, though, is the _hardest_ one to track from my personal experience.
I don't quite understand why though.
Could you explain why it is hard to track?
Isn't it just a case of "the caster at the end of his turn does all of his saves and ticks off any effect that he cast the previous round".
It's still tracked at the end of the turn, just at the end of the turn of the guy who used it.
I don't get why you find this so complex whereas ticking it off of EVERYONE's sheet at the end of their turn is more likely to have someone forget to do so.
Hence I'd much rather everyone tracks their own stuff. Get a benefit or penalty? Ends at the end of your next turn, move along.
I see your point. But, everyone has to write it down on their sheet. Everyone has to remember to check it off.
Instead of one guy.
More bookkeeping = bad.
Save ends has all these problems too - your point?
I hate that phrase "your point" cause it's disingenuous. You knew darn well my point.
Also, yours has the problem that save ends is often a _lesser_ condition to end of turn. Neatly solved my way
This is a real problem? Seriously?
While what you state is true, it's pretty much non-sequitor. It's such a minor point that it's hardly worth mentioning. Save ends usually is for something nastier than a simple debuff that rarely even affects the outcome of the encounter (a -2 debuff on a monster for a round affects one encounter in 10).
Save ends is often something that definitively affects an encounter. A blinded foe is often less effective. A stunned foe is less effective.
There are save ends that are less effective like Slowed, but then, those effects don't matter when they stop because they are so wimpy, and again are non-sequitor to the duration discussion.
So the fact that save ends CAN be a tiny bit less effective than until end of users next turn ignores the fact that the effect of save ends is typically greater then end of users next turn effects, and ignores the fact that save ends can be a LOT more effective duration-wise.
If this is your big reason that end of user turn is bad, it's pretty weak.
And, really, you gave the monster -2 to attacks on its turn. Who cares about OAs? (and, again, why do you keep coming up with fiddly +/-2 stuff? I thought we just said we shouldn't be tracking a billion things that only last a round or less?)
We shouldn't. I'm assuming, though, that WotC won't get rid of that. If they replace one round durations with longer durations, then this discussion on when to end a single round duration is a bit moot.
I'd imagine that "lasts 4 rounds" is a pretty good example of another bad duration that'll cause tracking headaches

C'mon, in for a penny, in for a pound. Either clean it up, or don't.
Totally agree.
If lots of fiddly conditions with varying durations is a problem, it can be addressed, but the way to address it is not to just change the durations to a variant that's still opaque (err, what round is it? did A act yet? how about B? What about the fact that A delayed in round X?) and to keep around all the same fiddly conditions.
I agree. If they clean it up in 5E, they should clean it up to three basic in combat durations:
Save Ends
End of Encounter
Instantaneous
Done. That removes an awful lot of bookkeeping from the 4E model.
I also think that End of Encounter durations should sometimes be breakable. The monster uses a Standard Action to shake off the Slowed Until End of Encounter effect. The monster gets out of the webs, or clears its head, or breaks the ice off of its feet, etc.
They can have other "out of combat" durations like one hour per level or 24 hours or whatever, but the in combat ones should be simplified.
Edit: Note: The reason for one round durations is for buffs though. Buffing for the entire encounter is a bit powerful, even something simple like +1. So, I doubt that we'll see the removal of one round durations unless they change all buffing to debuffing. Debuffing can be save ends on the target.