Pacing: An important and often misunderstood score in the Battle Rubric is Pacing. The Pacing score is determined by the flow of your writing - do you overuse imagery and detail in a battle when a shorter post and a speedier pace would be more appropriate? Battles that receive the best Pacing scores will be fast-paced, exciting, and therefore easier to read. The length of time between posts will also be factored into the score - players receiving the best Pacing scores will reply to their opponent's posts after no more then 24 hours (if not much sooner).
Powergaming and Bunnying: Two things you want to avoid in a battle are powergaming and bunnying. Powergaming is when your character performs an action that is above their abilities. This also is when they perform some sort of special move or spell that is not in their profile, and usually leaves the other character defenseless against the attack. Bunnying is when you control another player’s character without getting permission to do so. For example, in a fight, having your player cut off the other player’s head without that other player allowing you to do so would be considered bunnying. Both powergaming and bunnying will usually result in a loss for the offending player.
Selling Moves: An important part of writing a good battle is "selling" moves. Selling a move is when your character gets attacked by the other player, and the other's attack hits. This then results in a tangible effect on your character. For example, if the other PC shot you with a fireball, selling would involve your character being hit somehow with the fireball and being burnt as a result. Or if some character threw yours against a wall, your character might be groggy and less effective in combat. Selling moves is an important part of any battle, because it keeps the battle from lasting forever, and also adds a flavor of authenticity to it. If your character gets hit with a bunch of moves, but never goes down or suffers any ill-effects from it, then it isn’t very realistic . Although your character shouldn’t be invulnerable, they also shouldn’t “oversell” moves. Just because someone swings a sword at you, doesn’t mean your character’s head will be cut off automatically or they will shoot fountains of blood. The best battles will involve players who cause damage to the other by attacking with moves (that aren’t powergaming) that the other player can’t realistically escape from. These types of moves will earn additional point in the Action category of the rubric.