
If I may, I recommend that people are given an option between rolling or not. So those who are alright with just doing it and seeing where it goes can run that route. I myself -unless I have to now- will not do a roll duel/fight. I did one recently on rolz.org where my character was below subpar (literally missed every hit and was hit every time) because the generator never gave a number over 30. I went with it and blamed it on him showing up to practice drunk (yay improv, usually I have him lose fights to play along with others, but this just took losing to a whole other level, I knew he was bad - but that bad..he might need to rethink life.) I am a pretty fair person when it comes to IC fights therefore I prefer purely RPd out. If it's a roll-only club, I might be able to drop by to watch, but I'd likely not end up participating.
Though, on the fact of rolls: for people who want a rolling system since the game doesn't have it (or at least it's not /roll /dice /number as I tried those) there is rolz.org.
I think the idea will be quite interesting and is a way for people to roleplay fights without necessarily having to have a rival/enemy person to do it with (or starting tavern brawls)
Most RP sparing and training I have participated in or seen gets to pick up a weapon and go with it (whether real or fake) regardless of in-game mechanics as most RPers don't heavily take into play their profession beyond the gear they're wearing and the weapon they have, granted, weapons aren't limited to just what you see in-game. Such as, my archer carries around several knives (roughly daggers) on him for many different purposes - fighting up close being one reason. This also goes for magic classes. Burning my character in a ring of fire is not on my to-do list, I'd rather have him take a sword hit or knife puncture somewhere. I would assume many people who play characters that are going to be interested in a fight club are going to have their characters gifted/trained/trial-and-errored some experience with hand-to-hand or basic melee abilities despite whatever the game mechanics may say. I don't believe you'll have a big issue with archers trying to use their bows when it's friendly(ish) fighting, blunted or not - RPing kiting around can get old really fast for all parties involved.
Though, on the fact of rolls: for people who want a rolling system since the game doesn't have it (or at least it's not /roll /dice /number as I tried those) there is rolz.org.
I think the idea will be quite interesting and is a way for people to roleplay fights without necessarily having to have a rival/enemy person to do it with (or starting tavern brawls)
Quote:Might have to leave archers out too and just allow them to train against other classes and the like but not to fight -as archers- during any sort of event. Maybe they'll be Archer-Pugilists or somefin.
Most RP sparing and training I have participated in or seen gets to pick up a weapon and go with it (whether real or fake) regardless of in-game mechanics as most RPers don't heavily take into play their profession beyond the gear they're wearing and the weapon they have, granted, weapons aren't limited to just what you see in-game. Such as, my archer carries around several knives (roughly daggers) on him for many different purposes - fighting up close being one reason. This also goes for magic classes. Burning my character in a ring of fire is not on my to-do list, I'd rather have him take a sword hit or knife puncture somewhere. I would assume many people who play characters that are going to be interested in a fight club are going to have their characters gifted/trained/trial-and-errored some experience with hand-to-hand or basic melee abilities despite whatever the game mechanics may say. I don't believe you'll have a big issue with archers trying to use their bows when it's friendly(ish) fighting, blunted or not - RPing kiting around can get old really fast for all parties involved.
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