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How fast are your combats in online play?
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<blockquote data-quote="willrali" data-source="post: 8199076" data-attributes="member: 37541"><p>Two things to preface.</p><p></p><p>1. I've only ever done 5e with a VTT, and that was Roll20.</p><p></p><p>2. When I do IRL play (my vastly preferred method), I encourage players to prepare their turns beforehand and to know their characters, no matter the system. I keep things snappy, with strict time-quanta. If a player is flailing and doesn't know what to do, I give them a nudge with a few suggestions, inviting them to consider the pros and cons. Then they can act. If they don't like the results then they need to be more across the rules next time. If we get into rules arguments, I make a ruling with an invitation to discuss after the session, and will give an XP bonus if I find myself as having ruled unfairly. This means I can usually smash out four to six detailed combats in a five hour session, with plenty of time for banter, scene chewing, and BS.</p><p></p><p>So. My VTT combat experience was.... pretty awful. Players were spending ages and ages fiddling with tokens and their character sheets, clicking buttons and generally filling the time with computer cruft. I didn't have the benefit of physical proximity to keep things snappy and on tempo. It was extremely aggravating. In one four hour session, we got two dinky little combats done but not much else. Just rubbish.</p><p></p><p>I'm in the process of giving it another stab. I'm gonna use Foundry, and am setting it up now, getting all the pieces in place. Using PF2e, which I'm hoping will benefit from the automations I'm putting in place. We'll see how it goes.</p></blockquote><p></p>
[QUOTE="willrali, post: 8199076, member: 37541"] Two things to preface. 1. I've only ever done 5e with a VTT, and that was Roll20. 2. When I do IRL play (my vastly preferred method), I encourage players to prepare their turns beforehand and to know their characters, no matter the system. I keep things snappy, with strict time-quanta. If a player is flailing and doesn't know what to do, I give them a nudge with a few suggestions, inviting them to consider the pros and cons. Then they can act. If they don't like the results then they need to be more across the rules next time. If we get into rules arguments, I make a ruling with an invitation to discuss after the session, and will give an XP bonus if I find myself as having ruled unfairly. This means I can usually smash out four to six detailed combats in a five hour session, with plenty of time for banter, scene chewing, and BS. So. My VTT combat experience was.... pretty awful. Players were spending ages and ages fiddling with tokens and their character sheets, clicking buttons and generally filling the time with computer cruft. I didn't have the benefit of physical proximity to keep things snappy and on tempo. It was extremely aggravating. In one four hour session, we got two dinky little combats done but not much else. Just rubbish. I'm in the process of giving it another stab. I'm gonna use Foundry, and am setting it up now, getting all the pieces in place. Using PF2e, which I'm hoping will benefit from the automations I'm putting in place. We'll see how it goes. [/QUOTE]
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