there really is no single way to deal with initiative and combat sequences in play by post.
So i try a few things to smooth over the bumps and potholes.
FIRST
I try not to plan encounters that require complex timing and or player coordination.
sadly this does sometime make things a little less satisfying/challenging for the group. However, combat is not the primary focus of my games.a frequent component of the story..and at times unavoidable...but not the focus.
If that's not possible I have a short OOC discussion of the situation and what people want to try and do..
Second
I try to post a preliminary summary to the actions of the players and there is an issue where one layer isn't going to be able to achieve his desired action, or a critter/npc/baddie interrupts his actions. and then a final action post modified by changes to initial intent if possible.
Posting a list of default actions the players can take if they aren't able to accomplish their primary action due to unexpected developments seems to help in many cases. It reduces the time players set at the computer going...oh crap what do i do if x does Y and I cant do z...
Observations and pure opinion
As someone once said "No plan survives contact with the enemy." this goes double for people in a role playing game where you are only able to perceive very narrow low resolution view of the world contained in a paragraph or two of descriptions.
A players action is negated by the actions of faster character it sometimes leads to confusion or someone losing an action. But than again this is part of the fog of war.
Suggested practices
in PbP Players and GMS need to work out( and accept the need for ) scripted or autopilot responses ahead of time. I've been lucky enough to have very good players who give me alternate actions, and general response info. without prompting in many of my games.
But if you aren't that lucky. You can head off some issues by asking questions or discussing things OOC with the group. If you know ahead of time what a characters default reactions would be the GM can autopilot a character without stealing his thunder.... Of course they should be sure the players know that this could happen from time to time.
If you want to get ahead of the cure asking a few general questions may be very helpful. You can use this information in non critical encounters or dealing with a mob of squishies that is not of major importance to the story line. More critical, and dynamic situations should be handled the hard way..with the GM avoiding the autopilot button.
Such as..
quote:
GM.... so if you cant carryout your preferred action what will you do.
1) in general combat
2) if faced with overwhelming opposition
3) if your target is already down or no longer a threat.
4) if ambushed or surprised...
Player
1) in general combat
against groups...Concentrate on crowd control
against big bads....Lay into him with every thing i have to try and keep him on the defensive.
2) if faced with overwhelming opposition. cover the group as it retreats or maneuvers...
3) if your target is already down or no longer a threat....switch to another target, or ready to attack any new threats.
4) if ambushed or surprised... take cover, try and disrupt the ambush with abilities/spells/equipment