Given the constraints of how its likely coded, there’s really only 3 options to implement damage over time effects:
- trigger damage on injurer’s turn
- trigger damage at beginning of injuree’s turn, or
- trigger damage at the end of injuree’s turn
Given the heroic second wind system, the first option could result in multiple injure damage triggers before the character even gets a turn. That’s a non starter.
The second option is what is currently implemented.
The final option actually addresses the concerns about player turn denial and is relatively easy to implement given the current code base, while still enabling damage over time.
Therefore, I think that applying injure damage after a players has ended their turn should address the lack of agency felt by players on the receiving end of being effectively locked out by the injure mechanic.