Clint_L
Legend
I totally agree about playing at a distance, as one of my campaigns has to be online (but I get to include my childhood best friend, with whom I started this journey 40+ years ago! I still build physical battle maps for those games, though, and point a camera at it.I am not sure this problem has anything to do with VTTs. I think @Man in the Funny Hat point was that the VTT allows for us to play together when we are separated by distance. I know my play group extends from coast to coast, and occasionally across oceans. But the issues of "battlemap versus TotM" are the same as they would be at the table.
That said, I actually think VTTs have lots of advantages and automation is certain one of them. If you can cut down page flipping because the computer remembers the rule every time, you can speed up play. Vision and light on the battlemap are another place where it can be advantageous if that is what you were doing at the table: laying down exactly what you can see and where spell effects are is very useful. these advantages are so strong that lots of people use VTTs for in person games, in fact.
One place where I think most VTTs fall down, though, is they aren't very good for certain kinds of improvisational play where you just scrawl some terrain on your dry erase board and make up monster stats in your head because the party zigged when they should have zagged. A high fidelity 3D VTT tied to a highly automated rules database would be even worse for this style of play.
I'm not so sure about that last point, though. I think improvising an encounter on the fly is exactly where a VTT might excel. Here is why:
create a fungus-filled cavern for a D&D encounter. Add a setting-appropriate monster for a Level 5 party, and a bit of interesting treasure with a common level magic item
The Fungal Cavern is a dark, humid underground lair filled with various species of fungi and mushrooms. The walls are slick with moss, and the air is thick with spores of spores of decaying organic matter. The cavern is home to a colony of violet fungi, which emit a toxic gas that saps the strength of any who inhale it.
In the center of the cavern, there is a large, glowing mushroom, which serves as a lair for a myconid sovereign. The myconid sovereign is a level 5 monster that can control the other fungi in the cavern, using them to attack intruders. The myconid sovereign has the ability to emit a cloud of spores that cause hallucinations and confusion, making it a formidable opponent for a level 5 party.
Among the debris scattered throughout the cavern, the adventurers may find a small wooden chest containing a potion of water breathing and a scroll of lightning bolt. The chest also contains a +1 shortsword, a common level magic item that provides a +1 bonus to attack and damage rolls made with the weapon.
Now imagine the AI had access to some virtual terrain...