There is a problem with our metagame.
I have been in a lot of competitive gaming communities in my day, including our very own WBO. I've attended and hosted numerous video game tournaments (primarily Super Smash Bros. Brawl), and from this experience I have a pretty good idea of what makes for a healthy competitive metagame. With all this under my belt, and having studied the current WBO ruleset for several weeks, I feel I can safely say:
The current ruleset does not cater to a truly competitive metagame as well as it could.
The current ruleset has worked for many years, and TOs across the globe have held successful tournaments using it; still, there is always room for improvement, and I believe I have identified two specific areas that could be improved upon.
My Experimental Ruleset
I've put together a ruleset that borrows from other competitive communities while still trying to stay as close to the current ruleset as possible. There is still a factor of guessing, but I believe this ruleset would make skill and custom knowledge significantly more important.
I did not include every minor detail of a full ruleset (stuff like penalty cases) to keep this concise. This only covers changes to how a Beybattle works during a tournament.
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EXPERIMENTAL RULESET Wrote:BeyBattle
How To Win
A BeyBattle consists of rounds. Rounds are themselves broken into battles. To win a round, you must win three battles. To win the entire BeyBattle, you must win two rounds.
For finals matches, the first player to win three rounds wins the Beybattle.
*NOTE: If time is a concern, a tournament organizer can choose to only require a blader to win one round to win a Beybattle instead of two.
Beyblade Selection
At the start of each Beybattle, both bladers select up to three Beyblades they might use during the match. These three Beyblades are always chosen double-blind. (Note that because one is not allowed to disassemble one's Beyblades during a Beybattle, if a blader chooses to use more than one Beyblade, none of those Beyblades may share parts)
*NOTE: The crossed-out section is currently flexible; the TO may allow a blader to use parts in more than one of their three customs if they want.
Presentation
Before the first round begins, both players must present all of the customs they chose to the opponent. During the presentation, a blader must tell his opponent what each custom is if the opponent asks. If either blader is worried about the legality of the opponent's Beyblade (for reasons like if the opponent is using fake parts, or if the opponent's parts are excessively worn), that player may call a judge who will take appropriate action.
Round Play and Beyblade Selection
At the start of each round, each blader chooses one Beyblade from the Beyblades chosen at the start of the Beybattle to be used during that round. This choice is always double-blind.
The two bladers then battle using the chosen Beyblades until one blader wins three battles. Once a round is over, each blader may choose a different Beyblade from those they chose at the start of the Beybattle for use during the next round. (NOTE: This is optional; if there is more than one round, you are allowed to use the same Bey if you don't want to switch, you just have the option to change if you want to) This choice is always double-blind.
The first player to win two rounds wins the Beybattle.
Let's go over the highlights:
First is the change in the overall number of battles during a Beybattle. Currently, I feel that only playing against an opponent once is too little due to the possibility of choosing an inappropriate custom. Under the experimental system, if you end up guessing horribly wrong for round one, while you'll still be behind you're not completely screwed since you could choose more wisely and win rounds two and three. Having more rounds is also more time to show off your actual skill.
Next is presentation. With this system, you select a "team" of Beyblades that you will battle with, and you show your entire "team" to your opponent before the match starts. This gives you the opportunity to see what your opponent might use and base your decision on that. The system still maintains a level of surprising your foe since you choose a Beyblade at the start of each round, but it makes the actual choosing that round's Beyblade more skill- and knowledge-intensive than the current system. The way I see it, I feel we should be rewarding the players who can recognize what types of Beyblades the opponent might use and who can plan accordingly more than the player who fakes attaching his Beyblade to his launcher.
Closing Remarks
This ruleset is an experimental one and is very much not official. If you like the idea, consider trying it out at an event and let me (and everyone else) know how it goes! If anyone has any comments or critique, I'd love to hear it!