How to keep combat moving in play-by-post
One round of combat takes a minute at a live table and can take a week by post. Here's how groups keep fights tense without letting them drag.
Choose an initiative style that suits posting
- Strict initiative: the classic. Fair, but every slow poster stalls everyone. Best for small parties that post daily.
- Group initiative: all players act in any order, then all enemies. Much faster, and still tactical.
- Post-order: players act as soon as they post; the DM resolves enemies once per round or once a day.
Put everything in one post
The real time-killer is back-and-forth: "I attack." "Roll." "15." "That hits, roll damage." Instead, write your action, roll to hit and damage, and give an "if it misses" fallback, all in one post.
Brannoc charges the cultist nearest the altar and swings his maul (attack 17, damage 11). If it's already down, he moves to stand between the others and Sister Odalys.
Set a round deadline
For example, 24 hours. Anyone who hasn't posted takes the "Dodge" action or follows their last stated plan. The fight never waits more than a day.
Keep fights small and purposeful
- Fewer, tougher enemies instead of hordes.
- Give the fight a goal other than "kill everything": hold the door for three rounds, grab the crown, escape the collapsing chapel.
- Let enemies flee or surrender once the outcome is clear.
Use a map, but only when it helps
A simple grid with tokens settles "can I reach him?" questions instantly. Skip it for quick scuffles.
On Talewrite
Dice roll straight from the character sheet, so attacks and damage go in the same post. The Dungeon Master can request a saving throw that every player rolls with one click, the battle map appears when a fight starts, and everyone gets a nudge when it's their turn.