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4E VoiP/Chat MapTool Tuesday Evenings
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<blockquote data-quote="gamervoid" data-source="post: 4384796" data-attributes="member: 72463"><p>It was the first session, but there were some things that we can improve on in future games.</p><p> </p><p>+we did a pretty good job on being ready to act on our turns</p><p> </p><p>-we did bad on knowing whos turn it was. To fix this, I think that after a round of comabt, we should announce the order for all to write down in front of them. This also means people will be more ready and stay on the heels of slow acting players to keep the pace up</p><p> </p><p>+strategically, we acted fairly well for the first group combat</p><p> </p><p>-We all had issues with making clear what each action would be used for (we have 3) and when we were done using them (saying "done" to move the next player). Also, for strategy sake, even though your class might not have a good default use of a minor action, it is best to burn it off doing something potentially useful such as a sense check or drawing a weapon/item, this will also help the "done" element of each persons turn since it is clear that all actions are gone.</p><p> </p><p>-Voice chat fell during combat, which is alright, but in cases where your action involves another player, or the DM, using voice to get thier attention "I heal bob for 16" or "bob, you can shift 1" can be more likely to get thier response made and not hold up the rest of your actions.</p><p> </p><p>+we did well to make our own macros, meaning we dont specifically need to do the work to implement the pregen auto correcting ones</p><p> </p><p>-We all noticed how mixed things got on tracking statuses on pcs and npcs. It should be every player's responsibility to track both thier statuses, and those they create on everyone else. It would be better if each player kept a list of the effects they have on each token on paper next to them along with the DM. I could say "bob, dont forget that I dazed bat2", or to the DM "bat2 id still dazed, till he saves" or at the end of my turn say "x, y, and z are no longer stunned" then for the DM to be the sole one responsible.</p><p> </p><p>-Each time a complicated effect happens on the field, especially ones with lingering effects, we need to explain them when used, and if possible add marking to the map ourself to save DM time. Our macros can have those in most cases</p><p> </p><p>A lot of these come from the lack of tangible presence over the pieces and the board, but we have to keep our minds on what is going on. We dont have angry faces to see that we are taking too long, we cant see the other players goofing off to tell them to pay attention, but these things need to be considered.</p></blockquote><p></p>
[QUOTE="gamervoid, post: 4384796, member: 72463"] It was the first session, but there were some things that we can improve on in future games. +we did a pretty good job on being ready to act on our turns -we did bad on knowing whos turn it was. To fix this, I think that after a round of comabt, we should announce the order for all to write down in front of them. This also means people will be more ready and stay on the heels of slow acting players to keep the pace up +strategically, we acted fairly well for the first group combat -We all had issues with making clear what each action would be used for (we have 3) and when we were done using them (saying "done" to move the next player). Also, for strategy sake, even though your class might not have a good default use of a minor action, it is best to burn it off doing something potentially useful such as a sense check or drawing a weapon/item, this will also help the "done" element of each persons turn since it is clear that all actions are gone. -Voice chat fell during combat, which is alright, but in cases where your action involves another player, or the DM, using voice to get thier attention "I heal bob for 16" or "bob, you can shift 1" can be more likely to get thier response made and not hold up the rest of your actions. +we did well to make our own macros, meaning we dont specifically need to do the work to implement the pregen auto correcting ones -We all noticed how mixed things got on tracking statuses on pcs and npcs. It should be every player's responsibility to track both thier statuses, and those they create on everyone else. It would be better if each player kept a list of the effects they have on each token on paper next to them along with the DM. I could say "bob, dont forget that I dazed bat2", or to the DM "bat2 id still dazed, till he saves" or at the end of my turn say "x, y, and z are no longer stunned" then for the DM to be the sole one responsible. -Each time a complicated effect happens on the field, especially ones with lingering effects, we need to explain them when used, and if possible add marking to the map ourself to save DM time. Our macros can have those in most cases A lot of these come from the lack of tangible presence over the pieces and the board, but we have to keep our minds on what is going on. We dont have angry faces to see that we are taking too long, we cant see the other players goofing off to tell them to pay attention, but these things need to be considered. [/QUOTE]
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