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Running combat in an online game
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<blockquote data-quote="Palskane" data-source="post: 1959406" data-attributes="member: 2000"><p>Hello everyone!</p><p></p><p>I mainly lurk here, but recently I've run into a small problem and I know the wonderful people at ENWorld can help. I've run several online games in the past, but with very few players. Recently I've started a new game, and I have a few more players than I'm used to. To keep combat simple and keep the game moving swiftly I adopted a method where everyone would send me initiative rolls, 10 attack rolls (base), 10 damage rolls (base), and 10 misc. rolls. I would then roll for the bad guys, and type out the entirety of the combat. If someone wanted to do something special, such as cast a spell, I'll have them roll the damage and send me the result. If they use a feat, then they tell me beforehand. </p><p></p><p>I have one player who really likes the method, since it really speeds up play, and combat kind of remains a mystery until I post the battle and everyone can see what actually happens. </p><p></p><p>I have one player who is undecided. "Paralyzed into indecision", as they would say. </p><p></p><p>One player doesn't care for it. They're not vehemently against it, but they don't get to make the small adjustments like you can in tabletop gaming. </p><p></p><p>The last few players I haven't heard from, but I have the distinct feeling that they may not care for it either. </p><p></p><p>So, how do you get that "crunchy" feel of combat online, without taking days or weeks to resolve what should be a simple fight? I don't want people to feel like I'm really controlling their characters, but if combat ends up taking a long time to resolve, then I'm afraid it won't be fun for me either. </p><p></p><p>Another point I'd like to make is that due to scheduling conflicts we cannot set up a time for online chat to hash things out either. Things are done through email and one-line sentences if we decide to do things round by round. </p><p></p><p>Any help anyone could give would be greatly appreciated. Thanks!</p></blockquote><p></p>
[QUOTE="Palskane, post: 1959406, member: 2000"] Hello everyone! I mainly lurk here, but recently I've run into a small problem and I know the wonderful people at ENWorld can help. I've run several online games in the past, but with very few players. Recently I've started a new game, and I have a few more players than I'm used to. To keep combat simple and keep the game moving swiftly I adopted a method where everyone would send me initiative rolls, 10 attack rolls (base), 10 damage rolls (base), and 10 misc. rolls. I would then roll for the bad guys, and type out the entirety of the combat. If someone wanted to do something special, such as cast a spell, I'll have them roll the damage and send me the result. If they use a feat, then they tell me beforehand. I have one player who really likes the method, since it really speeds up play, and combat kind of remains a mystery until I post the battle and everyone can see what actually happens. I have one player who is undecided. "Paralyzed into indecision", as they would say. One player doesn't care for it. They're not vehemently against it, but they don't get to make the small adjustments like you can in tabletop gaming. The last few players I haven't heard from, but I have the distinct feeling that they may not care for it either. So, how do you get that "crunchy" feel of combat online, without taking days or weeks to resolve what should be a simple fight? I don't want people to feel like I'm really controlling their characters, but if combat ends up taking a long time to resolve, then I'm afraid it won't be fun for me either. Another point I'd like to make is that due to scheduling conflicts we cannot set up a time for online chat to hash things out either. Things are done through email and one-line sentences if we decide to do things round by round. Any help anyone could give would be greatly appreciated. Thanks! [/QUOTE]
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