Combat Posting
Combat posts, of course, can be much simpler.
When rolling combat, you may include modifiers (if known—if you acquire a magical weapon, multiple successful hits will be required before learning the exact bonus) or leave the roll bare and I will apply the relevant modifiers. For each round, roll iniative unless specifically foregoing a combat action (attack or spellcasting), for example manuevering for position or attending to a fallen companion. Roll a d20 for any weapon attack or relevant dice for spells (like the number of HD affected by a sleep spell or damage for a magic missile, etc). Unless it is a very obvious miss (in other words, your character would miss even if the opponent's AC is 10), go ahead and roll damage. If it is actually a miss, I will disregard that roll, but it makes things easier for me if your character scores a hit and the damage roll was already made. So if, for example, your attack roll would hit the foe if the opponent AC is 6, but the enemy AC is actually 4, that would be a miss and I'll ignore the roll; on the other hand if your roll would hit AC4 and the opponent is actually AC6, that's a hit and I can just use the roll you already made instead of needing to pause and make that damage roll on your behalf before completing the “wrap” post.
The combat post should include a line or so of narrative as to what your character is doing, identifying a specific target if there are multiple foes, and be open-ended (unless it is an obvious hit, like a natural 20 or an obvious miss, as noted above). For a natural 20, the damage will be full damage by weapon + roll damage (and re-roll any 1s). For example, if using a longsword, that damage would be 8+1d8 (but minimum outcome is 10 + STR bonus); to avoid re-roll potential, you could also make that 9+1d7 for that long sword critical hit damage. Insert a hard rule and then copy your die roll results below that line (if you're using a device that makes copy/paste difficult, you can just put the numbers in place).
When everyone has let me know their intended action for the round including non-combat actions like trying to aid a fallen friend or maneuvering for position only, I will post a combat “wrap” which includes all of these actions and their actual results in the order that things happen (so if the first person to post rolled a 10 for initiative, those actions will end the round rather than start it). I am not requiring that you “wait your turn” in the combat to post, because combat already becomes dreadfully slow in play by post without going into first rolling initiative and then waiting for each person to post in initiative order. There may be some confusion/contradictory actions, but that will get cleared up in the “wrap” post and seems to be consistent with the relative confusion that can develop in a combat.
Movement in combat—if you are using a melee weapon, you may make the move to your movement rate with an attack at the end of that move. Missile combat, you may move half your move rate and still fire.
When combat breaks out, the posts should be daily. You can make multiple rolls and indicate general actions if you're unable to check in that frequently (“will attack nearest foe” for conditional actions) and I'll slot that into the “wrap” post where it belongs.