Concerning the flurry rule proposed for the new system:
I play Dystopia Rising as well as Alliance and they have a 3 hit flurry system for their game as well. I have been playing in this system for about 2 years and have engaged in extensive fighting with this system. I've also played Alliance for the duration of the Colorado chapter's existence.
The 3-hit rule changes the nature of combat to be less about "fighting skill" and more about what is on your character card, but it doesn't eliminate player skill in fighting situations. This rule would widen the gap and accessibility of the game for good fighters from other systems in chapters that have wide level range gaps. At the same time it helps players not "estimate" on defenses and gives more time for calculation.
There are three major differences between DR's implementation of this rule and as its currently written in the play test for Alliance. I vastly prefer the way it is implemented in DR.
1. Only hits that "connect" are counted for the flurry rule. If you hit your opponent's shield 3 times in a row then you can keep swinging for example. Similarly, if you hit their shield once and connect twice you can keep swinging until you hit again.
2. The time of the pause is defined. It is defined to be 1 second.
3. Florentine fighters get 6 connects not 3.
I think implementing these changes would be a good middle ground between the current rules and the proposed rules.
I play Dystopia Rising as well as Alliance and they have a 3 hit flurry system for their game as well. I have been playing in this system for about 2 years and have engaged in extensive fighting with this system. I've also played Alliance for the duration of the Colorado chapter's existence.
The 3-hit rule changes the nature of combat to be less about "fighting skill" and more about what is on your character card, but it doesn't eliminate player skill in fighting situations. This rule would widen the gap and accessibility of the game for good fighters from other systems in chapters that have wide level range gaps. At the same time it helps players not "estimate" on defenses and gives more time for calculation.
There are three major differences between DR's implementation of this rule and as its currently written in the play test for Alliance. I vastly prefer the way it is implemented in DR.
1. Only hits that "connect" are counted for the flurry rule. If you hit your opponent's shield 3 times in a row then you can keep swinging for example. Similarly, if you hit their shield once and connect twice you can keep swinging until you hit again.
2. The time of the pause is defined. It is defined to be 1 second.
3. Florentine fighters get 6 connects not 3.
I think implementing these changes would be a good middle ground between the current rules and the proposed rules.