Players will never have to go searching for a D12, because you can copy and paste 50 of them into a pile if you want. Tabletop Simulator has some advantages over a real table, too. Yet despite a couple disconnects, the session went at about the pace of any in-person D&D session I've played. My players also had atrocious pings, especially our poor indie editor, Jody, who was connecting to me from Australia. If you instinctively hit Ctrl-Z to undo a line you drew, for example, the whole table reloads, and dropping items near boxes sucks them in nearly instantaneously, making all containers dangerous black holes. It's powerful-and frustratingly janky, which is why I worried the whole thing might be a bust. There are built-in rulesets for common games, but everything down to the lighting and individual object physics can be customized. Tabletop Simulator is just what it sounds like, a virtual table where game boards, playing cards, dice, figurines, and other objects can be picked up, dealt, rolled, and chucked around.