Kilter said: That doesn't sound like a script error. At that point that seems like people don't care. They just need training, have them lose a turn every time they do it. lol Actually - it took a while to catch it: 1) There is no sendChat reporting the turn was delayed - it functions in the same manner as ending your turn; the next person begins theirs. 2) The buttons are close together. They are just graphics until you hover over them and wait a millisecond for the text to show. Our battles with the combat at hand, added to technical issues like lag or old PCs chugging along, and the timer counting down, make people rush to hit the thing in an area. Sometimes its the wrong thing. 3) They are used to the old API I used from TheAaron, " TurnMarker1 ", which only had the EOT button. Additionally - I'm not the Spank-happy DM. We discussed it, they are trying to be more careful, but, mistakes happen for the reasons above. Usually when we recognize it - they don't try taking the extra turn, and I've caught the issue every time (just knowing that X turn precedes Y, you can already get a heads up something is wrong. Now something that would be useful with this feature is timer timedowns. If it takes a player more than 2 minutes to complete their turn, I'd be glad to push them to the bottom of the round to have their turn. But this logic makes little to no sense if they were in the bottom of the turn order anyway. To me, the Delay function is a brilliance in API wizardry, but - IMO - lacks practical benefits, to the abounds of practical detriments. And I'm all for keeping things more to the positives than negatives - pros and cons, if you will.