<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=310217.msg15097452#msg15097452">Quote from: BlackStone on 29-09-2019, 05:25:52</a></div></div><blockquote class="bbc_standard_quote">As GM I do have to get a bit semi-serious.  Now first off I am not trying to blame anyone, as the fault also lies with me and not spelling out expectations when moving into combat.  I am going to ask from here on forward to not make the assumption your character automatically succeeds in what they are doing, and to have your combat actions be something which could be done in a six to ten second window time frame (like a combat round in D&amp;D, or the old TSR Marvel Super Hero game).  As it is right now, I have three advanced airships down, and no real way to salvage it unless I ask players to go back and edit responses, which I do not want to do.  So I am rolling with the punches and letting actions as written stand, and asking players to be more aware going forward please.  It will get to be a boring game quick if everything goes "perfectly" and I fear players loosing interest if combat is "too easy".  As stated at the start of the game, lots of big hero moments for everyone, but at the same time I want to keep the plot narrative real and not have to resort to deus ex machina and villain Mary Sue or Gary Stu plot devices.  Any questions let me know.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Makes sense