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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Seeking 4e PbP advice
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<blockquote data-quote="Someone" data-source="post: 5995678" data-attributes="member: 5656"><p>I'd suggest checking the living fourth edition pbp forums here about this. Basically, 4e pbp faces the following troubles:</p><p></p><p><strong>Initiative.</strong> This is common to many systems, but in 4e may be problematic since your actions are much more likely to be dependent on what the previous characters do.</p><p></p><p>Solutions:</p><p></p><p>a) Block initiative. Player turn is supposed to happen in the same order as their posting order. To avoid wonky effects with “until the start/end of next turn” each player can benefit from these effects only once at most, independently of the posting order. </p><p></p><p>b)Some map the players can edit, so they can move their characters and NPCs when they use a forced movement power. Google docs is very good for this.</p><p></p><p>c)Not being secretive with monster defenses and HP. Having them in the open saves a lot of headaches.</p><p></p><p><strong>Out of turn actions:</strong> No good solution, except making a list of likely triggers for each character. Even then you'll frequently have to retcon monster turns.</p><p></p><p><strong>Time spent:</strong> It may take a good while to make a combat round if you don't have all the info at hand. Make the players prepare a summary of their combat stats – defenses, hit points, powers prepared and basic attacks, and either have it handy, or ask the players to include and keep up to date this summary at the end of each combat post. Ask the players to be as detailed with their combat posts as possible, specially including the effects of their powers so you don't have to look them up each time they're used.</p></blockquote><p></p>
[QUOTE="Someone, post: 5995678, member: 5656"] I'd suggest checking the living fourth edition pbp forums here about this. Basically, 4e pbp faces the following troubles: [B]Initiative.[/B] This is common to many systems, but in 4e may be problematic since your actions are much more likely to be dependent on what the previous characters do. Solutions: a) Block initiative. Player turn is supposed to happen in the same order as their posting order. To avoid wonky effects with “until the start/end of next turn” each player can benefit from these effects only once at most, independently of the posting order. b)Some map the players can edit, so they can move their characters and NPCs when they use a forced movement power. Google docs is very good for this. c)Not being secretive with monster defenses and HP. Having them in the open saves a lot of headaches. [B]Out of turn actions:[/B] No good solution, except making a list of likely triggers for each character. Even then you'll frequently have to retcon monster turns. [B]Time spent:[/B] It may take a good while to make a combat round if you don't have all the info at hand. Make the players prepare a summary of their combat stats – defenses, hit points, powers prepared and basic attacks, and either have it handy, or ask the players to include and keep up to date this summary at the end of each combat post. Ask the players to be as detailed with their combat posts as possible, specially including the effects of their powers so you don't have to look them up each time they're used. [/QUOTE]
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