Questions like what delay action is exactly and which versions of D&D (5e?) allow for its use have been on the minds of many D&D players for quite a while now. To put it simply, delay or hold (action) allows a player to delay their turn and act later.
Delay has seen some changes between various versions of Dungeons & Dragons. While it was present in versions 3.5e and 4e of D&D, in the fifth edition (5e), the delay action was removed.
Delay Action in Combat
Previous editions saw the delay as an action that allowed players to halt their turn and make their decisions and actions later in the round. This amounted to what is called “action economy,” or when players carefully micromanage each segment of the game so that they can inflict the most damage/make the biggest impact with the abilities at their disposal.
In some of my games, warrior characters would use the delay to wait for their buffs, or an Artificer would use it to save his Sanctuary spell for later on when someone needed help.
Delay Action and D&D 5e
On the other hand, the delay action allowed for a literal ability to change the turn order in combat, thus rendering initiative roll and initiative in general useless. It seems Wizards of the Coast wanted to offer players a smoother experience in 5e, so they removed it.
In addition to allowing players to manipulate the roll for initiative, delay action frequently paralyzed the game because each player would strategize carefully to bring out the best in their character.
As much as the delay made some of the players happy, it left DMs frustrated since it would unnecessarily prolong the game and kill the atmosphere by removing a part of the randomized gameplay.
The new decision made for a much more spontaneous adventure where you have to act in your turn, giving everybody a more realistic feel.
Delayed Actions Aren’t Completely Killed Off in D&D 5e
Lack of delay action doesn’t mean a lack of delayed actions that your PC (player character) can perform. Instead of using the old delay, the creators of 5e decided that the ready action should be enough for those spontaneous jump-in moments.
To remind you, ready action is one of the 15 main actions, allowing you to choose an action that your character will prepare until a certain trigger occurs. Still, you can’t delay the whole turn and use your other actions when the time comes.
So when playing, you can say that you will keep your bow at the ready and shoot an arrow at any enemy that moves. Once the enemy starts walking, your character will shoot at it; if it stays in place, the action will never occur.
Could Delay Action See a Comeback?
If you ask me, I believe that, with some modifications, it could definitely make a comeback in newer versions of D&D.
For example, if delay would only allow for people to skip their turn altogether without interfering later on in the same round, I would be all for it. That means there wouldn’t be any teams where everybody is planning when they wish to use their turn and jump in whenever they want.
Players could even again roll for the initiative for the next round after skipping their turn. This could see them in a higher or lower position in the initiative order and let some exciting gameplay in.
All in all, the delay was undoubtedly an action in the past, now removed, with an uncertain future. The D&D community was, in any case, heated up when the creators introduced the change in D&D 5e, and we can be sure that it will rekindle some old fires if some future ones decide to bring it back.
