In reply to Grieg, the Bookkeeper (msg # 26):
Each turn lasts approximately 6 seconds, which is helpful to keep in mind.
This is a good link that shows what's possible in a turn:
https://crobi.github.io/dnd5e-...review/quickref.html
It's a good guide; with that in mind, I don't always follow it exactly. I know you have a thief ability that adds like dashing and whatnot for free, so do point that out if I forget or miss it.
You're correct to assume that time-sensitive OoC strategizing is discouraged, and it should be kept to a minimum. Again, six seconds.
So something like, "I charge yelling to Qrurr, "Go for their head I'll take the legs!"
Might be cool but.
"Oh, it's a ghoul, hmm, do we have any weapons that can kill it? No, what are it's HD? Wait! Fire! No! Then the torch would go out! It would? Yes! How about we light a second torch, then?...etc" would be a balk, and I'll advance the base-runners. :|
Just go with your gut, and if you die you die.
Of course always feel free to ask me for clarifications, rules questions, et al.
If you're, say, 200' away and encounter something, obviously you'd have a little more time to talk things over. Just play it by ear and go with what feels right to you.