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House rules for my upcoming pbp game
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<blockquote data-quote="CanadienneBacon" data-source="post: 3154811" data-attributes="member: 11146"><p>I think you'll have good success with doing the rolling yourself and posting success or failure as descriptive text in your DM's posts. Doing so jacks up the versimilitude in PBP games, in my opinion. That, and invisible castle can be unwieldy to read/mess with. </p><p></p><p>Particularly since wizards and sorcerers start play with only a small gp amount, giving wizards and sorcerers their familiar for free is a quite a 100-gp boon if other classes are still expected to pay for equipment per normal gp starting limits. At what level are you thinking to start play?</p><p></p><p>I don't think you'll have any trouble with not using attacks of opportunity. Likewise, I don't think (as long as you're good at description, patient with players' questions and don't mind occasionally repeating yourself or rephrasing) you'll miss battle maps. Battle maps take a lot of time to create and can be a bother. I do mine using MS Paint and it's enough of a time-taker that I've considered scrapping them altogether.</p><p></p><p>My gut instinct tells me that resolving combat actions without initiative is a bad idea but I can't pinpoint why. You can always take a certain pre-specified time limit to call for PCs' actions during combat, then post results after said time limit has elapsed. If a player hasn't posted for a character within the aforementioned time limit, then you might simply go ahead and NPC him/her that round. I'm curious, what is your reason for wanting to base initiative order on post rate? If it's to keep the game flowing, there may be better ways out there to accomplish said goal. </p><p></p><p>I like that you don't have a lot of house rules. Good move, I think. An overdose of house rules can be off-putting to players.</p><p></p><p>I'm interested in playing a cleric in your game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="CanadienneBacon, post: 3154811, member: 11146"] I think you'll have good success with doing the rolling yourself and posting success or failure as descriptive text in your DM's posts. Doing so jacks up the versimilitude in PBP games, in my opinion. That, and invisible castle can be unwieldy to read/mess with. Particularly since wizards and sorcerers start play with only a small gp amount, giving wizards and sorcerers their familiar for free is a quite a 100-gp boon if other classes are still expected to pay for equipment per normal gp starting limits. At what level are you thinking to start play? I don't think you'll have any trouble with not using attacks of opportunity. Likewise, I don't think (as long as you're good at description, patient with players' questions and don't mind occasionally repeating yourself or rephrasing) you'll miss battle maps. Battle maps take a lot of time to create and can be a bother. I do mine using MS Paint and it's enough of a time-taker that I've considered scrapping them altogether. My gut instinct tells me that resolving combat actions without initiative is a bad idea but I can't pinpoint why. You can always take a certain pre-specified time limit to call for PCs' actions during combat, then post results after said time limit has elapsed. If a player hasn't posted for a character within the aforementioned time limit, then you might simply go ahead and NPC him/her that round. I'm curious, what is your reason for wanting to base initiative order on post rate? If it's to keep the game flowing, there may be better ways out there to accomplish said goal. I like that you don't have a lot of house rules. Good move, I think. An overdose of house rules can be off-putting to players. I'm interested in playing a cleric in your game. :cool: [/QUOTE]
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House rules for my upcoming pbp game
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