Quote Originally Posted by ProsecutorGodot View Post
I was demonstrating instances where your turn is used to determine how long an effect remains for and instances where that duration can fluctuate depending on your position in initiative. Turns are used as a way to track time in combat, it's just how the system works and your claim was that they shouldn't/aren't. All of these examples clearly conflict with the idea that your turn is not designed to be used as a way to track time in a sequence of events.
It somewhat tracks time but it's not perfect like a round is. It's like using weight for mass when it measures force. It mostly works, but it's not exactly correct. For example, if a level 17 Thief Rogue with Thief's Reflexes managed to get shield somehow, his shield on the first round would last shorter because he gets two turns.