Once upon a time a long time ago, I got stuck responding to combat roleplay all night; I would be banned for "combat logging" if I logged off. It took my opponent like 10 minutes per emote because they were busy googling how medieval armor works, looking in a thesaurus for synonyms to "dodge" and "block," etc. I won that battle, so my game sense is fine. But at what cost?
If you and your pals are having an enjoyable duel of the fates with no dice involved, that's fine. Between two players who don't know each other well, the winner of a combat RP is the one who is the least willing to compromise.
Not everyone is interested in arguing the fine details of magic lore or medieval infantry combat. The people who aren't interested don't deserve to have their time wasted, nor do they deserve to be railroaded into roleplay they don't enjoy. Combat RP should default to a system with dice to expedite it for people who don't enjoy it that much, and place a 'skill cap' on the amount of Sword Trivia you are allowed to bring to bear against an unsuspecting elven child.
As an aside, when combat sucks for everyone but the highest-aptitude players it makes the server boring. It forces those players to avoid encounters with strangers, reduces the overall number of interesting conflicts, and generally encourages people to put up fugly walls and fortifications everywhere.