>One thing I tried was making up homemade combat rules that don't involve >dice. Basically, every roll is a ten. If thats over the needed number it's >a >damage bonus. If it's less is a damage penalty. Each hit or spell does >average damage to the monsters who have average hit points. Everybody >"Takes >Ten" on saving throws and skill checks unless they can "Take Twenty." I >thought this would be slick, even allowing me to fast forward the combats >and post results from multiple rounds of combat. However, I convinced only >two players to try my system. What do you think of it? It would remove any drama from play, and therefore any real reason for playing it out. Basically, the more powerful side will always win. There's no chance to pull it out with a little skill and a lotta luck. There's no amazing critical hits. No devastating critical failures. >What other tricks do you know of that speed play? I suppose I could do all >the rolling myself as DM, but the temptation to fudge the results would be >high. In a PBeM, that temptation will always be there. You need to learn how to work with it (or around it). Personally, in PBeM or PBP games, I like the mechanics to remain invisible. I like the GM to do all the resolution and post the results (whether I am GM or player). Three suggestions: 1) Come up with a way for rolls to represent several rounds of combat at a time. If a player rolls well, then he does very well for the next 3 or 4 rounds. But then it's still up to you to decide what "very well" means. 2) If you really need to roll, get the gist of the combat from each person. Find out what they plan to do and what their contingency plans might be. Then you, as GM, can play out a round or three, do all the rolling, and then post up a graphic description of how it all went without ever sharing the numbers. Just be careful to offer decision points for the players when appropriate. If Don the Fighter makes a critical failure in the first round and his greatsword shatters, that's a good place to stop and give everyone a chance to respond. However, if things remain fairly even, and rounds progress normally, maybe you could go several rounds before offering a decision point. 3) Just make it up. This is basically like option #2 except with fewer rolls. I don't advise just making everything up, because like you say, you'll tend to fudge it to fit your ideas. But if the course of the battle is pretty clear, why make three dozen to-hit and damage rolls for the goblin horde? You can wing it and then use the dice as a guideline. > >Any advice from your own play by email experiences would be greatly >appreciated. > >Thanks, >Dave > > >----Original Message Follows---- >From: "Karen Cravens">Reply-To: gamers@phoenyx.net >To: gamers@phoenyx.net >Subject: Re: GM: How does your site work? >Date: Sat, 9 Feb 2002 22:43:15 CST > >On 9 Feb 2002 at 19:18, Dave Zumwalt wrote: > > > I would like to enter a discussion topic and get advice from >experienced > > play by email players and game masters. I don't know how to start a new > > thread. > >You just did. > >-- >Karen J. Cravens (silver@phoenyx.net) > >---------------------------------------------------------------- >GAMERS Home Page: http://www.phoenyx.net/gamers/ > > > > >---------------------------------------------------------------- >GAMERS Home Page: http://www.phoenyx.net/gamers/ ---------------------------- Mike Jones Pariah--NOW AVAILABLE from http://www.roguepublishing.com (and pick up The Collectors while you're there. You won't be sorry.) ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/


