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How fast are your combats in online play?
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<blockquote data-quote="JmanTheDM" data-source="post: 8199183" data-attributes="member: 6791902"><p>so my saturday game:</p><p>1 combat + setup for next combat ready to go (initiative already rolled)</p><p>Combat lasted 1:10 minutes. 5 players 1 gm. everyone level 6</p><p></p><p>We are playing The Slithering, so those of you following along, without spoilers, last session was:</p><p>B3, B4, B5, B6 and B7 (where we are ready to start fighting in 2 weeks)</p><p>7pm until 8:50: B3 (fight was already done the session before). searching. familiars going into B5 and B6 to scout and figure out what's going on. B4, with lots of trying to figure out what's on the ground and the water sources. and B6 with some serious bluffing role play before the PC's ambushed the monsters leading to the fight.</p><p>8:50 - 10 - the fight in B4</p><p>10 - 10:30 - resting and healing, exploring B4 and B5 searching and finding the stuff, making sure they are safe from the outside door.</p><p>10:30-10:50 - B7. outside the door and hearing noise from within, buffing and setting up the plan. entering the room using deception. some role play and positioning until ready for the ambush. ambush which triggers Initiative - stop for the night.</p><p></p><p>couple of other notable points</p><p>1) anytime we enter a new situation, I go around the table explicitly asking every player what they are doing and resolving every player's actions (even if its narrative), so that every player gets a fair amount of screen time. I have a couple of very dominant personalities and if I didn't do that, there would be imbalance</p><p>2) there was 3 different technical issues that needed to be resolved with Fantasy Grounds. 1 was some abilities not properly automated, 1 was a players unfamiliarity with the interface and had to teach how spells display (I do this every week with the same play <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ), and 1 something else. I estimate all told, this added 20 total minutes of out of game delays</p><p>3) I always start the session at 7pm with a recap, with asking every player if they have any technical questions or game questions, and get everyone to "settle in" so actual play isn't normally until 7:15 or 7:20'ish.</p><p></p><p>none of the player BTW are complaining about the slowness of combat - this is strictly me seeing if there are some obvious things I'm doing that's atypical of a "normal" PF game. I think the only thing that really jumps out is we as a group spend a lot of time role playing and describing our actions, the world and our influences in it. this translates directly into combat.</p><p></p><p>I'm guessing this is our norm. it would likely drive certain players crazy <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />, but at this point I haven't a clue except for incremental system and interface mastery speeding things up bit by bit.</p><p></p><p>really appreciate everyone's insights though. very revealing.</p><p></p><p>Cheers,</p><p>J.</p></blockquote><p></p>
[QUOTE="JmanTheDM, post: 8199183, member: 6791902"] so my saturday game: 1 combat + setup for next combat ready to go (initiative already rolled) Combat lasted 1:10 minutes. 5 players 1 gm. everyone level 6 We are playing The Slithering, so those of you following along, without spoilers, last session was: B3, B4, B5, B6 and B7 (where we are ready to start fighting in 2 weeks) 7pm until 8:50: B3 (fight was already done the session before). searching. familiars going into B5 and B6 to scout and figure out what's going on. B4, with lots of trying to figure out what's on the ground and the water sources. and B6 with some serious bluffing role play before the PC's ambushed the monsters leading to the fight. 8:50 - 10 - the fight in B4 10 - 10:30 - resting and healing, exploring B4 and B5 searching and finding the stuff, making sure they are safe from the outside door. 10:30-10:50 - B7. outside the door and hearing noise from within, buffing and setting up the plan. entering the room using deception. some role play and positioning until ready for the ambush. ambush which triggers Initiative - stop for the night. couple of other notable points 1) anytime we enter a new situation, I go around the table explicitly asking every player what they are doing and resolving every player's actions (even if its narrative), so that every player gets a fair amount of screen time. I have a couple of very dominant personalities and if I didn't do that, there would be imbalance 2) there was 3 different technical issues that needed to be resolved with Fantasy Grounds. 1 was some abilities not properly automated, 1 was a players unfamiliarity with the interface and had to teach how spells display (I do this every week with the same play :) ), and 1 something else. I estimate all told, this added 20 total minutes of out of game delays 3) I always start the session at 7pm with a recap, with asking every player if they have any technical questions or game questions, and get everyone to "settle in" so actual play isn't normally until 7:15 or 7:20'ish. none of the player BTW are complaining about the slowness of combat - this is strictly me seeing if there are some obvious things I'm doing that's atypical of a "normal" PF game. I think the only thing that really jumps out is we as a group spend a lot of time role playing and describing our actions, the world and our influences in it. this translates directly into combat. I'm guessing this is our norm. it would likely drive certain players crazy :), but at this point I haven't a clue except for incremental system and interface mastery speeding things up bit by bit. really appreciate everyone's insights though. very revealing. Cheers, J. [/QUOTE]
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