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roguescribner wrote:I don't hide minion rolls, but when PCs start to learn about non-minions, I'll begin to weave their rolls in too.
I'm still learning what works best. In one of my games, I'm currently wrapping up a big city invasion scene and right now, with the amount of NPCs running around (ally and enemy), unless a player directly interacts with an NPC, I'm just writing descriptive text of what's going on to keep things moving. I could be rolling all day for the various groups and that'll just take time for what amounts to little pay off.
Combat in a pbp setting is going to take time. The trick is to find that sweet spot where it stays interesting and doesn't drag out or get bogged down in numbers. I'm still searching...
Doctor Devious wrote:Another "standard" is to get the players to give you a list of 100 rolls every now-and then. You start at a random point in that list and just go round, using their rolls without telling them what the number was unless it is obvious (a critical): after one of them, just shift to a new random point in whatever rolls are left and keep going. When down to 10 or so, get another bunch of rolls from the player, add them to what's left and keep on going.
roguescribner wrote:I thought about getting a list of rolls, but that robs the player of an opportunity to use hero points to negate bad rolls, unless it's after the fact, in which case you have to rewrite something you've already posted.
I think one thing that does help is letting players post out of initiative order. Resolve posts in initiative order, but don't force players to wait on someone else before posting. One round of action could take days to resolve if everyone waits their turn, so I figure it's best to just get those posts up ASAP. One round is 6 seconds long, so to me it stands to reason a hero with lower initiative may do something that's no longer necessary. If the player catches it before you post, they can always amend their action.
I'm also looking at breaking combat into little mini-scenes, so it's not just one big brawl. Here you have to gain entry into the villain's lair, here you have to fight your way to the command center, here you have to rescue some hostages, here you have to disarm the device before it goes off, here you have to try to defeat the villain before he gets away.
It all adds up to a lengthy combat scene, but it's separated into bite-sized chunks so if you need to rearrange or eliminate some pieces to keep the momentum going you can.
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