Speaking of re-wording a question... I actually have re-thought my previously rethought question once again, and want to ask it a different way (or rather, a two-part way).
Currently, in Adventure Mode, when I fire a crossbow, it basically means that I'm going to completely lose control of combat for a dozen or so turns. Everything happens without me being able to even see what is going on, much less react. (Which doesn't mean much now, but when we get into a mode where we can command our followers, having a commander out of combat for a dozen turns causes problems...) In some cases, I can fire a bolt only to get half a dozen pages of combat reports, and see one unit dead and three others critically wounded with no particular clue as to how things got that way aside from an overly-technical and not-particularly-helpful combat report. (Which only gives information on actual wounds, not where everyone was, or which alligator was inflicting them.) Sometimes, a character has fled from combat or fallen into a ravine, and I have no idea where they went.
How will "turns" take place when players can use abilities that take dozens of normal turns? Will we be able to cancel out of actions or give orders to followers during long wind-ups?
Conversely, what about "held" actions, like a snake coiled and waiting to strike, a crocodile waiting at the water's edge for an ambush, or a thief waiting to pounce on a passerby from hiding, with some sort of wind-up already taken place, and an action primed to go? Will there be a way for "turns" to take place at a pace that makes sense for a player to watch the action and understand what's going on? (Or will held/readied actions not exist at all?)