In fairness this is useful feedback, better I hear the misgivings before I start the new thread under certain assumptions.
Now, with food in front of me so I'm happier, I do have some other things to say.
I approve of the removal of dice, as I said above, because of several things: first and most importantly it lets you gain tighter control over your story, which I know from experience both indirect, direct, and from in-depth discussion on the topic with others and playing with dice systems, that having that tighter control will improve the story's quality. This is an inherent feature of questing, because the idea of "I now can and need to make decisions about X topic" means you get better
at making decisions about X topic via self reinforcement, with X topic being combat results and getting better being satisfying to read, in this case.
Second, the dice numbers were inflated enough that they were obscuring meaning to the point that they actually obstructed what they represented. We saw this often in readers just not understanding something, be it small or large and making decisions based on what they thought was going on. It never got high enough that it killed the quest, but it very much can, so good on you to remove it. With the removal of them and the replacement with what is going on here, you seem to actually have something that is(barring the terrible fucking opacity) actually representative according to other posters.
I also like the change which seems to have come to action orders, possibly? I'm not sure what's happening there to be frank, but from what you said this is comparative, and you just spool out the fight as you want it from player plans and your own understanding based on that comparison and it is rather freeform. If turns and the like are basically gone, and stuff like speed, stealth and all these other pieces which were neglected because of systemic issues are now actually
useful then that is very good.
What I don't like is two-fold: first, the aforementioned opacity is bad. A good system in a quest with both narrative leaning and mechanical leaning individuals needs to be inviting to readers of both the casual and crunchy persuasion in order to actually maintain
a readership. The turn by turn minutiae of the Meizhen log is actually legitimately distasteful and completely uninteresting, nor explanatory. The Lan-Lan snippet is
better but still not actually very good. I'll say its
usuable but that's it, it is definitely not actually fun looking.
Secondly, I was under the apparently mistaken impression that the combat system was going to be massively de-complicated. And it only has been by like two thirds because you've removed the dice and are possibly(?) doing something with turns and actions that is actually really straightforward. You still have the apparent issue of
how many things there are to track to give us a rank in a thing, as well as all of these other things like 'A.Spirit' etc etc which go into a combat comparison. I will be honest and say that out of this its probably more okay to not de-complicate this specific section when compared to every other section and I do understand the point of "At some point something has to give so we can have what we want". But, I remember you saying that it can be a pain in the rear to keep track of all of that, and I know it doesn't enthuse me imagining trying to keep track of it myself as a player. So I am actually concerned as a fellow QM that this system may actually be failing the "Simplify combat so everyone can understand" angle which was its starting premise.
I'm not at all convinced this makes Archery viable. It still has the problems of:
1a) Needing entirely different gear than music, which we already have great gear for (+10 from the Domain Weapon alone)
1b) Needing hand juggling to switch that gear as needed, eating actions both narratively and mechanically
2) Needing Strength for damage, in all likelyhood. I know Strength is plugging into speed now, but linear speed is not necessary for us the way things like Initiative and Defenses are, and we already have a bunch of other stats that need fixing. With stats mattering more in this system, it makes MAD (Multi Ability Dependency) even more of a thing to avoid.
3) FSS is already a high tier damage art that does single target and crowds, and we are practically guaranteed FSS+ to be handed to us on a silver platter as well as a Spirit who we will probably get to bind giving FSS typed bonuses. I would expect Archery is most useful for damage, which confounds using it as a sideline in a musical build with access to FSS. FSS also shares stat dependencies and gear with the rest of our build, making it even harder for a sideline in archery to compete with it.
Even if we want to lean back into an assassin sort of build mentality as a primary focus, I'd argue that should center around a stealthy core of SCS+FSS successors intended to operate at medium ranges rather than trying to shoehorn in Archery.
Basically my listing as well DeAnno. With the addition of 4) How expensive is all this going to be to
use exactly? added on top, because training costs money essentially. Along with ammo, if we don't find some way to get rid of that cost(and what do we pay in return).