@Bauglir: I'm struggling to understand what exactly your argument is. Are you arguing that even if a turn cannot end, and even if the remaining turns in a round cannot be taken, that the actual Round will end after the "finite" six seconds? I have several possible counterpoints, but before I know exactly what point you wish to make I don't want to just vomit them all over the place.
Well, we seem to have come to a conclusion anyway, but my point is that the turn MUST end within 6 seconds (from the perspective of creatures in-game), by the rules.
Ah, I see what you're saying now. And I agree with you. From the perspective of creatures in play, everything that happens in a round happens in "roughly 6 seconds." But what I'm saying is that those 6 seconds, from the perspective of creatures in the Crusader/Deathless Frenzy encounter, never finish. They get X seconds in, where X is some integer <6, and then they perceive
nothing. Because, for them, Time has stopped. It has ceased to exist.
Therefore, any extrapolation which leads to that not happening can't be valid. You could argue that the 6 seconds are just "taking longer", as little sense as that makes, but it would make as little as no difference to the creatures in the game. It's not like they perceive any sort of metatime or whatever you'd have to make a necessity for that to happen; they perceive only the 6 seconds that pass, since their thought processes and so on proceed at a rate dependent on that rate of time flow.
I'm not saying that the round takes any arbitrarily longer amount of time to resolve. I'm saying it
doesn't resolve. A round may well be roughly 6 seconds, but this particular round simply never gets that far. The 6 seconds,
do not pass for the creatures in the encounter. Not until the Crusader completes his turn. IF the Crusader did ever decide to complete his turn, then 6 seconds, and no more than 6 seconds, would have gone by (for those in the encounter and for those without; nobody gets "bonus" time because of the Crusader's arbitrarily large number of dice rolls).
Even if you argue that rolling dice represents an actual event in game (a premise I don't accept), you just have infinitely many of them in a finite period of time, rather than finitely many per unit time for an infinite time.
I agree that the rolling of an infinite number of damage dice does not represent any actual event in the game world. My argument has simply been that the Crusader can choose to freeze time because he can, by choosing to roll his damage dice infinitely, allow his turn to continue indefinitely and thus never allow any other turn to begin. This is due to wording kinks and subsequent abuse as well as applied rules as written.
Explain that "in-game" however you want (as much as that makes sense when talking about a concept that is theoretical optimization and thus by definition will never happen in an actual game), but as DMs we are supposed to create flavor/fluff to explain why the rules as written work for our worlds, rather than create house rules so that our worlds' flavor/fluff works, are we not?