atgxtg said:
Hitting your opponent more times before he can hit back is a huge advantage. MIssing your opponent on the other hand, just saves him the bother of buying a fan.
Flurry is listed as being able to use all your remaining actions at once. If it were at -20% per attack, cumulative, the high DEX characters won't want to flurry. Four attacks @20% are not anywhere near as good as two attacks @60%.
I don't know about that. The high dex character will likely have more combat actions, right? Thus, if it's a flat -20%, he gains a more powerful flurry then someone with less actions. You're also assuming relatively low/starting skills. Make that high dex character have a 120% skill, and suddenly the "cost" to flurry is effectively nothing, but he gains the ability to effectively destroy any lower dex opponent somewhat automatically each round. For the most part the "spend skill points to gain a benefit" are clearly aimed for those with skills over 100%, so I don't think it's unreasonable to examine those cases and determine the effectiveness under those conditions.
I don't have the rulebook right in front of me, and honestly haven't spent a lot of time checking out all the possible combinations of actions and reactions, so it's possible this wont be as big of an issue as it sounds, but at first glance, I have to agree with Twig. MRQ already gives a *huge* advantage in the combat system to those with higher dex. The CA system could almost be renamed "guy with higher dex wins", because everything else being equal, if you've got even one more CA then your opponent, you're going to beat him (barring serious luck on his part).
Allowing flurries to be static point cost basically exagerrates this even more. The guy with 4 CA's is going to beat the guy with 3CA's, but instead of it taking him the full round, he'll do it at the beginning of the round (and likely before the other guy even has a chance of damaging him).