Dauntless - I'm not 100% sure I follow the system you describe. I'll use a diagram to show how I picture it, and perhaps you can correct me as appropriate?
Numbers mark when actions are due Time |--------------------------->FastPlr |....1....2....3....4....5...SlowPlr |.......1........2........3..
So, both players execute one action each. If SlowPlayer's 1st action gives him -2DCV, that will apply during FastPlayer's actions 2 and 3, right? Then, when SlowPlayer launches an attack with their 2nd action, FastPlayer can choose to forfeit action 4 in order to be able to use a reactive technique, which can alter FastPlayers stats (like DCV) until his next action. These altered stats will be used when resolving SlowPlayer's 2nd action. FastPlayer may then get an attack himself, if it's a hybrid offense/defense action, and then will attack next with action 5.
This seems reasonable, except for a couple of details (relating to my system). Firstly, combat has to be resolved in something like real-time, the best CRPG approximation being the Active Time Battle system in earlier Final Fantasy games. I suppose you could look at it as bounded turn-based. Yet any system requiring a response for each and every attack could cause problems due to the notorious problem of lag over MUDs. You could miss the chance to react to 3 or 4 attacks and lose a battle that way. This might be acceptable in many online games but not in MUDs because they are traditionally designed to compensate for this. The delay between an opponent starting to perform an attack and actually completing that attack would be 2-3 seconds at the most. (It's usually instant on most MUDs, but not mine.) So this is quite a narrow window to choose a response in.
Regarding the historical details, I'm sure there are some well-documented combat methods for sword-fighting and maybe axe-fighting, but what about for maces, daggers, chains/whips, quarterstaffs, spears/pikes, etc? I think the amount of research I would have to do would be staggering. This is another reason why I wanted to make it more abstract. Weapon variety will be important to my players and therefore each kind will need to be fleshed out.
PSWind - Thanks for the details. Lag spikes are the main reason why I didn't want a blow-by-blow system, because as you say, all it takes is 1 bit of lag and someone dies horribly. I may even have permadeath on my game, so I don't want anyone punished severely for being unable to react. Although there is a reactive element to the styles system I am considering, it's more about preparation and anticipation.
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[edited by - Kylotan on April 16, 2003 9:22:20 AM]