<div align="center"><span class="bbc_size" style="font-size: 24pt;"><span class="bbc_font" style="font-family: Impact;">Daring Deeds - and Punching Evil in the Face</span></span></div><br/><hr/><br/><div style="text-align: justify;">Heroics are supposed to be the exciting centrepiece of a <em>superheroic</em> game... but it can be very hard to keep the action flowing amidst the constraints of a play-by-post format.  For M&amp;M, this is exacerbated by the fact that most rolls made by one character against another are going to provoke a resistance check of some sort: even if you can be (moderately) confident that an attack roll is good enough to hit an opponent, they might be able to make an active Dodge or Parry in reaction, and will certainly get a roll to try to shrug off the impacy of any hit you <em>do</em> succeed in landing.  Only once that has been resolved can a player confidently post even something so simple as "I swing my fist at his face but it has no visible effect when it hits."<br/><br/>I would like to try to do something to ameliorate this - and hopefully keep the game moving, which should in turn make it easier to retain player engagement.  This might also help the game to cope with someone being distracted by RL for a short while.<br/><br/><strong>Dice Rolls</strong>: Attacks, resistances, perception checks, skill tests, and more... they all use the same d20.  Normal practice would be to ask a player for a d20 roll whenever required... but the system already incorporates 'secret' tests: even hostile actions can sometimes be done so stealthily that the victim doesn't notice (there's an Extra to add to a power, if you're interested in that degree of sneakiness).<br/><br/>It should be possible to bypass some of the back-and-forth process.  Either I can make the rolls for players, or people can provide a batch of rolls in advance - and I then work through them as required.  You won't know how many I need (will you make three resistance checks and two perception tests this round, or just your attack roll?) but if you either give me permission to roll for you or there's already a set of rolls available for me to use, I can much more quickly provide you with the results of your efforts.<br/><br/><strong>Action - Plans and Rounds</strong>: Just as I'd like to find ways to spend less time handling things one roll at a time, I'd also like to keep the focus on action as much as possible.  Consequently, as often as possible I'll ask people for plans rather than single actions.<br/><br/>"<em>I'll try to take down Big Basher in melee combat, starting with my fists.  I'll Quick-Draw my warhammer if he draws a weapon himself.  If I score a critical, I'd like to knock him down.  If I hit him twice without effect, I'll try using my Scary Stare on him, in the hope that I can make him run away.</em>"<br/><br/>That would potentially let me make several rounds of combat-checks, then present you with the results to post what has happened.  And it should increase the chances of having something more to post than "I try to hit him, but miss".  ;D<br/><br/><strong>What does this mean for you?</strong>  The more you (clearly) tell me about what your character aims to do and the more you give me freedom to resolve tests (either by letting me roll for you, or by providing a batch of rolls in advance), the more easily I can present you with <em>interesting</em> things to react to and to post about.<br/><br/>If this doesn't work out, we can change it!  But I'm keen to give this a go and find out if it makes things more fun.  That is, after all, the goal.  :D<br/></div>