There has been a discussion about delay here :
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=491122&page=1I couldn't agree more with OP and the more I think about it it seems like, dare i say it, a flaw in the turn based design.
Let me preface this by saying, from what Ive played of this game so I is absolutely amazing. I really feel Larian have a potential
masterpiece on their hands.
It feels like combat is divided into a series of rounds that are completely independent of each other. So you have situations
like:
-the wolf scenario described by the OP
-the double turn exploit described by the OP
-Seems like if cast minor charm on an enemy that has acted before me this round, the round ends and the counter gets decremented before the effected enemy has had a turn with the condition
They could solve all of these issues with one imo fairly simple design change.
Treat combat like a "revolving door" of characters. The turn order gets determined by Initiative score/rng, whatever, then
after the first character acts he simply goes to the end of the line. This solves most of these issues.
-The wolf should just be placed immediately after the character who summoned it if the wolfs init is higher than the caster.
-Delay just puts you at the end, thus becoming useless (which imo it always was aside from the double turn exploit)
-any timed based skills used by any character would have their durations based on when they acted in combat. So for the charm spell, its duration would become 2 turns of the effected character.
I realize this is prob too much of a change to implement at this time but I feel it would solve so much of the weird 'timing' issues Ive experienced in this game (which is brilliant btw).