Ah, I almost forgot: ideas for combat.
The defend command needs a legitimate use and reworking.
Defense Roll 1-6, and if your roll is higher then opponents attack, take away the attack from your defense. D: 6 A: 4 = -2 health
The current system is illogical. A stronger attack would do less damage than a weak one if the target defends. In addition, there is no reason to defend, because no matter how much or how little damage you receive, you will do nothing from a strategic standpoint. Of course, you might get lucky and block a fatal hit and give yourself 2 or 3 more turns, but that's luck-based.
What I suggest is one of the following:
A: Change the defense system to "If A >= D, Damage = A-D. If A < D, Damage = 0." It just makes much more sense to me, but I don't know about you.
B: If you do heed A, I think you should add the potential to counter attack if A < D by at least 1 or 2. A counter attack would do A+D damage, making it a potential game-changing move. Of course, it's not strategic, but it at least gives you a chance of a good benefit.
C: Regardless of whether or not you follow A or B, you should have a way of limiting how many times a player can attack without rest. A player would have 4 fists or swords under them or something, and every time you attack, one disappears. You can regenerate them by using the defend command. This, unlike B, would actually add strategy to combat, as you have to time your defense properly and make sure you don't attack while your opponent will defend.
Also, commands for battle should be sent by PM. Kinda spoils the whole thing when you know your enemy's plan, right?