Ezeriah says:
PARRY AND REFLECT IN COMBAT: SIMPLIFIED FOR A PLAY BY POST ENVIRONMENT
As a means of making PbP combat move more smoothly, regarding Parry and Reflect...
In a typical table top game, when hit in combat, but prior to damage soak, you would interject and use Parry or Reflect as an out of turn incidental. However, in PbP, this will, given the nature of the group being full of Parry and Reflect, lead to potentially doubling how long combat takes to resolve (and PbP is already notorious fro taking a bit of time in combat).
So, let's do this: we make Parry and Reflect automatic responses for all of your characters. Simply put, if you have enough strain left to Parry or Reflect, you do, to avoid damage. I take care of it for you, moving things along. This makes sense from a mechanical point of view because you can recover strain from rolling advantage, and its generally easier to recover beyond that. Wounds, however, are more difficult to recover from.
However, given the above, I'll be sensible about it. If your soak would catch all the damage, I'll do what any sensible player would do, and choose not to have your character use Parry or Reflect.
I know it takes a little control out of your hands, but it would be a very rare case when someone took damage before choosing to use Parry or Reflect anyway. I am willing to allow you to create a simple 1-2 line command program as well. For example:
(1)If wounds threshold is at 7/14
and strain threshold is at 6/12, only use Parry or Reflect if the attack will cause unconsciousness.
(2)Always use Parry or Reflect when it has the ability to stop a critical hit from doing damage (which prevents the critical hit entirely).
This simple program would be listed directly below your Reflect/Parry ratings on your sheet. One program for both talents, to keep things relatively simple.
Also, you could, during your turn in combat, put a new custom program line in that will override your default setting on your character sheet, until you inform me otherwise that it will return to default (another IF/THEN for your Parry Reflect that you customize for the situation at hand). In fact, this will be probably be a big part of the solution for those of you who want to be that specific as a means of avoiding death. Which I can completely appreciate. It's what I would do, given the option.
I don't want you to create some complex web of programming script for me to follow, but I do want to give you control.
Regardless, my aim is to remove the back and forth of "you're hit for 'x' damage" followed by "I use Reflect". This will double the posts required for most attacks, as I wait for player response. This will make combat extraordinarily cumbersome. We're going to avoid this.
So, the plan is a default program on your character sheet, and the ability to set a new program as desired that stays until you say otherwise. If you choose not to set a program on your sheet, I'll simply assume Parry/Reflect whenever possible.
Any thoughts?
Sounds perfectly good to me. The conditionals get rid of the main argument I'd otherwise have against this (wasting all of my Strain when my life isn't really threatened).
Also, Sense's first Control Upgrade (which I've purchased, I'm on my phone, so I'll post a description later if one's needed) let's me upgrade the difficulty of one attack against me per round. This has a similar "Declare attack, declare defence, resolve attack" back-and-forth, complicated by the fact that I can only use it once per round (so in a fight against multiple opponents, it can't be assumed I'd use it the first time I'm attacked). I'm open to ideas to make this ability flow faster, as well.