[RPG] better technique to handle the lag between cause and effect

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Many spells and abilities, such as Command, Fear, Turn Undead have the caster do something on their turn, the target fail a saving though and then be forced into a behavior or condition on their turn. This is dramatically unsatisfactory.

Example: A cleric Turns Undead against a group of skeletons. Some of the skeletons are turned, some are not. The cleric happened to go first in initiative order, the skeletons last. All of the other party members in between are now stuck with the dilemma of not attacking the turned skeletons (because it would waste an unnecessary attack) or Readying actions to attack after the skeletons in order of combat. (thus losing many combat options and any Extra Attacks).

Example 2: A party member is grappled by an ogre. The wizard uses Command to tell the ogre to drop his friend. The problem is, the Ogre just acted immediately prior to the wizard so the situation does not resolve for an entire round of turns, while the wizard's ally is still in the ogre's grip. In the meantime, the other party members kill the ogre with swords and axes. The wizard feels his spell was wasted, even though it was cast successfully.

That's a bit extreme, but there are many other similar situations with spells and abilities that require the delay between cause and effect.

Does anyone have any tested techniques to make this more cinematic or immediate?

Best Answer

I sometimes make characters and monsters to use their Reaction (if they still have it) to perform things like releasing enemies or fleeing in terror. I actually got the idea from an existing spell in 5th edition, Dissonant Whispers (pg. 234 PHB):

The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you.

Normally you're not able to use your reaction to move, but this spell shows that it's not impossible to be forced to do unusual things with your reaction via magic.

In the case of turn undead, I would possibly have the skeletons which have already acted use their Reaction to move and the rest move normally on their turn. It can be a tricky balance.

You have to be careful and decide ahead of time what a creature does with its actual turn when it comes round. Otherwise, you could make spells more powerful than you intend by having creatures run twice as far away or less powerful by creatures still getting an action on their next turn for example.