Talewrite

How to keep combat moving in play-by-post

For DMs and players · about 5 minutes to read

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

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

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.