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(Wanted to give this a more in-depth response that my initial reply.)

Thank you for giving my game a read and I see where you're coming from now. I see the level of depth you're looking for in a simulation of 2D fighting combat, it's a little too focused in scope for my design goals here. As mentioned before, I aim to approximate, not simulate. I want my games to be strategic but quick; simple, but deep. What you describe is far more in-depth round to round than I'm looking for.  Further, such a system I feel would be too focused on one-v-one combat. While that sort of combat will be present in FoF, the game is more designed around a fighting game/wuxia setting. Adventuring across the globe, and regularly group/team combat will be just as prominent parts of the system. Something as in-depth as yo simulate split second footsies decisions would slow group combat significantly. 

To address the movement in the system as is, you bring up the Grappler v Zoner example with them both at 1 MR. You are correct. In that situation, the Grappler would be very hard pressed Twin that fight unless he could come up with something clever to even the playing field; however, this example excludes the asynchronicity and openness of character creation/advancement. Not all fighters will be on even playing fields. Players are not bound to a single archetype as they construct a custom fighting styles. In this example. That Grappler might have also taken levels in the Zoner or Juggernaut archetypes, either of which have longer ranges, which the fighter could switch to during combat. Or if they didn't, and they loss, that same player could spend their experience points to pick up a level in a ranged archetype, or learn a technique to improve their movement or a ranged attack.

Please do not misunderstand. Even though I feel like my current design goals clash with other fighting systems you enjoy, I am still very grateful for your feedback. I was already in the process of tweaking the combat system to better approximate that chess at 100 miles an hour you're looking for. I will definitely check out Heaven/Hell and see what inspiration I can take from it, but fundamentally Festival of Fighters was not being designed to be a game like that. I understand that with your preference against turned based systems that the final system may not be to your taste. I hope that the book can still make for a fun read for you in the end in that case.

Regardless, thank you very much for the comment and the enlightening conversation.

Thanks for taking the time to have this discussion. I know it can be really unpleasant to have someone show up to talk about your project only for them to go "Well actually..." -- I hope it comes across that I'm saying all this as a fan of 2d fighters and also as a fan of your concepts.

That said, I don't feel like I'm looking for "simulation" here, but I think I'm looking for something that uses more than the trappings of 2d fighters.  To be clear, I'm not asking for any of the specific examples in my previous post, but rather, I was using them to show the types of decisions they represent -- the sort of "I think I can guess what you're going to do, so I'm going to try to counter it" style of thinking that forms the core of these games. It doesn't have to be "at 100 miles an hour" -- in fact, I'm not really sure how you'd go about pushing that in a TTRPG format -- but from my perspective, a little bit of "Yomi" is what would make the difference between "this feels like a 2d fighter" vs "this feels like two guys punching each other in most RPGs." That said, it's starting to sound like you're actually aiming more for the vibe of "anime based on a 2d fighter" rather than trying to actually evoke the feel of the 2d fighters themselves, which is fine, but different. 

Having said that, I have concerns about reling on players adjusting and tuning characters across multiple fights to solve something as simple as "A fight between two base characters is literally unwinnable by one of them." Especially if the solution is "You can't play a full grappler, because you'll just lose fights to zoners.  You have to take some levels in zoner to compete."  I think we can probably agree that having a common archetype like that be functionally unplayable without mixing in something else is probably an undesirable situation.

But ultimately I guess what I'm really trying to get at here is: What are the benefits of the way you are doing it now? What is it giving you? What sort of experience is it creating?  I feel like it's easy to use "turn based with initiative" as a sort of default, instead of questioning the pros and cons of the approach. Is it giving you a feel you want? Is it fast and easy to learn relative to other approaches? Does it consume comparatively little time in play? What are you gaining from this design choice?

Ultimately, I understand the desire to make a game that's as much about the 'adventure' as it is about the fighting in these sorts of games, and I think the systems that support that adventure will be equally important, but I think if you advertise your game as being based on 2d fighters, you're going to set up a certain degree of expectations that you'll want to either try to meet or work through.