Yeah I think I agree with Bean on this. Once we had things worked out, it seemed to run pretty well~ The only takeaway I think I care about besides those two would be future combat retcons and trying to avoid them if possible. Trying to understand how to make them is definitely going to significantly slow things down. xD Because of aphantasia, I do appreciate the battle maps being brought up after every turn and a brief summary of the changes in the battle. It's hard to say how well it'll be run when we get into more complex combats where we are actually FIGHTING our enemies, but I think what we did here works~ OH, actually, a thought I had. I know we as players aren't supposed to know how much HP an enemy has or anything like that, but it might be a good idea to track some things that we know in the summary part of the DM posts. Like for instance, how much damage has been clocked on each target that we're aware of, if there are any active conditions in play, whatever damage resistances and immunities we have in play.... Maybe even a very brief summary of the party's current plan of attack if one has been stated, just in case a situation like Clan's comes up again where they feel pressured to post mid-combat, but are just really struggling to find the time. Reading through a lot of text all at once can seem kind of daunting, but if they just had to read the summary section of the DM post to understand what the party is trying to do without the RP and descriptive fluff, then it might help. I know that's a bit of extra work on the DM's part, but...