Alright, an announcement for the SENs on our team... meaning the DMs right now lol. I'm slightly tweaking how SEN interacts with ATB. For all other roles, once you lock in your ability chain for a round, the entire round is resolved immediately before anyone else can act. This works really well for abilities that take a split second to resolve, like attacks or magic. However, SEN abilities generally take a long time to resolve. The -Guard abilities last a full 3 seconds before that one action ends. If you've got a full 6-segment ATB, that's 18 seconds of battle where you are locked into your role or abilities. That means that the other characters (and enemies) can have 3-4 turns before you're able to react. That's just not optimal. So I'm changing it so SEN (and only SEN) can decide whether to cancel their abilities after they have locked in a round, and only one Guard ability is resolved at a time. This only applies to their Guard abilities (i.e., not Challenge or Provoke, but it also applies to Elude, Entrench, etc). So if a SEN uses Provoke - Provoke - Steelguard - Steelguard - Mediguard, I will resolve the first three abilities before moving on to the next turn. After three seconds pass, I will resolve the next Guard ability. If the SEN decides they want to change that second Guard to Mediguard, they can cancel their remaining actions, wait for their ATB to refill, and then use Mediguard, or they can keep their current actions. This also means that it's easier to switch Paradigms. If you're not a SEN, this won't apply directly to you for a while, and when it does, there will be enough battles to see how it works. Should be better for everyone in the long run.