
Originally, I'd planned to participate in establishing an FC called the Divine Aegis. I think, it'd be nice to find some fellows that Sio could bump into in some training area or another, and maybe put together an affiliation of teaching, learning, and sparring. So, if anyone's interested in pursuing this idea, my Skype name is Jilalde, or you can just PM me here. I might need to hear a bit more from you guys before I can solidify what I've got in mind.
On the matter of roll-based duels, basically in an effort to try and make the outcome fair (assuming the two people are of relatively equal levels of expertise) you -could- simply do a /roll after every single, open strike to see if the blow landed, and if so, to what severity. I sometimes favor having a certain number of 'achieved strikes' in order to make sure that we know when to say one or the other person has lost, but that's only during /roll duels. I know a lot of people have gone far more in depth; rolling initiative, accuracy, damage and having others roll for whether or not they survived the blow and a potential counter strike, much like in table top games. Becomes a bit difficult when you're not weighing in stats or extraneous abilities. Of course, when someone can heal, if they can heal freely, you might end up in a particularly long-lasting situation if they can't be stopped or interrupted. There may be more to this for different people, so hopefully more can comment on their preferred methods of handling /roll duels.
On the matter of roll-based duels, basically in an effort to try and make the outcome fair (assuming the two people are of relatively equal levels of expertise) you -could- simply do a /roll after every single, open strike to see if the blow landed, and if so, to what severity. I sometimes favor having a certain number of 'achieved strikes' in order to make sure that we know when to say one or the other person has lost, but that's only during /roll duels. I know a lot of people have gone far more in depth; rolling initiative, accuracy, damage and having others roll for whether or not they survived the blow and a potential counter strike, much like in table top games. Becomes a bit difficult when you're not weighing in stats or extraneous abilities. Of course, when someone can heal, if they can heal freely, you might end up in a particularly long-lasting situation if they can't be stopped or interrupted. There may be more to this for different people, so hopefully more can comment on their preferred methods of handling /roll duels.