0:00
on the player's turns, you don't have to
0:03
predeclare whether you're going to take
0:05
a fast turn or a slow turn. So, it could
0:06
be the case that as things are
0:08
developing in combat, maybe you thought
0:11
that your peer, your ally was going to
0:13
kill a creature because it was kind of
0:15
on its last legs and GM was describing
0:16
it that way. So, you were thinking, I'm
0:18
going to take a slow turn so I can move
0:20
to the next creature. Your ally goes,
0:22
they don't kill it. And so, now you know
0:23
it's almost dead. Maybe you change your
0:24
mind and you take that fast action to
0:26
get that kill this round. for instance.
0:29
So, the ability to be flexible and make
0:31
that decision is really cool. I started
0:33
to say earlier and I do I want to finish
0:34
it. If players can't uh agree on who's
0:36
going to go first in a round, there is a
0:38
mechanic for resolving it. I actually
0:39
think that could be a lot of fun. The
0:41
most likely place that that's going to
0:43
come up, which is really like on brand
0:44
for Cosmir is a player character doing
0:47
something sacrificial and the players
0:50
basically disagreeing over whose
0:51
character is going to do the sacrificial
0:54
>> Imagine the tension in that rolloff.
0:56
>> That is interesting.
0:57
>> Yeah. Um but then the next round like
1:00
hey it's really strategic like you know
1:01
Tyler I'm thinking about our PF2 game
1:03
where we constantly have that
1:04
conversation of like hey if you can
1:06
without an enemy getting to go let's
1:08
move your bard to go first to get
1:10
courageous anthem up get lingering
1:11
compositions the last few rounds and now
1:13
everybody gets a benefit. You might have
1:15
similar things of like I really want you
1:17
know we all agree we want Tyler to go
1:19
first this round but next round it
1:21
doesn't matter as much so actually it'd
1:23
be more valuable for Ash to get it.
1:24
Having that flexibility in combat feels