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<blockquote data-quote="Oni" data-source="post: 4625773" data-attributes="member: 380"><p>I've recently gotten into PbP and enjoy the format, but it seems that combat can be pretty clunky. </p><p></p><p>Some issues that stand out to me are: </p><p></p><p>Initiative order: Having to wait for person in particular to declare an action before other players can declare theirs because changing the situation. Sometimes you can say if this, then this, but it gets hard to see all the possible outcomes. It seems like something where actions are declared ahead of time (rather than resolving as you go) but where everything occurs more or less close enough the same time that order of response doesn't really matter would be best. </p><p></p><p>Reactive actions: The more actions that can be taken in response to something else the more potential for slowdown. I realized this after thinking about a feylock for a PbP, any time something cursed died you'd have to wait on that player to see what they're doing to proceed properly. Any kind of reactive def that can only be applied a limited number of times will be a headache as well. The solution seems simple enough, no reactive actions. </p><p></p><p>Combat length: Combat is the slowest part of a PbP so the longer any given combat is the more the pace of the game will be slowed. The resolution seems simple enough, less rounds need to resolve combats the better. </p><p></p><p>Anyway I'm sure that I've missed some things, but I was wondering what game systems out there lend themselves particularly well to PbP in that you can still avoid a lot of the issues that can bog down the pace.</p></blockquote><p></p>
[QUOTE="Oni, post: 4625773, member: 380"] I've recently gotten into PbP and enjoy the format, but it seems that combat can be pretty clunky. Some issues that stand out to me are: Initiative order: Having to wait for person in particular to declare an action before other players can declare theirs because changing the situation. Sometimes you can say if this, then this, but it gets hard to see all the possible outcomes. It seems like something where actions are declared ahead of time (rather than resolving as you go) but where everything occurs more or less close enough the same time that order of response doesn't really matter would be best. Reactive actions: The more actions that can be taken in response to something else the more potential for slowdown. I realized this after thinking about a feylock for a PbP, any time something cursed died you'd have to wait on that player to see what they're doing to proceed properly. Any kind of reactive def that can only be applied a limited number of times will be a headache as well. The solution seems simple enough, no reactive actions. Combat length: Combat is the slowest part of a PbP so the longer any given combat is the more the pace of the game will be slowed. The resolution seems simple enough, less rounds need to resolve combats the better. Anyway I'm sure that I've missed some things, but I was wondering what game systems out there lend themselves particularly well to PbP in that you can still avoid a lot of the issues that can bog down the pace. [/QUOTE]
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