Retune the case ramp, and let leading a phase earn experience
The ramp made every phase after the first Difficult (halving the lead's skill) and stacked a cumulative -5% on top. Separated in phaseRampFor() in rules.mjs: difficulty belongs to the phase (only Containment is Difficult, and it does not also ramp), the modifier is attrition (-5 a phase, capped at -15). lead 55% was 55 -> 22 -> 17 -> 12 -> 7 now 55 -> 50 -> 45 -> 27 -> 40 Over 20,000 simulated cases with destitution modelled, phases passed roughly double and destitution incidence roughly halves. R-222: resolveLegDialog passed no skillFamilyId, so the choke point could not resolve the skill item and leading a phase never earned a tick — Tradecraft, the skill the job most uses, could never improve. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Claude Opus 5
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1b44fccb79
@@ -5015,6 +5015,13 @@ async function resolveLegDialog(expedition) {
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actor: best.actor,
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label: game.i18n.format("RINGBRP.Expedition.LegRoll", { n: idx + 1, terrain: leg.terrain ?? "" }),
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rating: best.rating,
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// R-222. The family was never passed, so skillRoll could not resolve the skill
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// item, and a phase led successfully earned no experience tick. This is the same
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// fault the internal-callers fix addressed — it resolves the item FROM the
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// family, and this caller supplied none. The skill the job most uses was still
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// the one that could never improve.
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skillFamilyId: best.skill,
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categoryId: "mental",
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difficulty,
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situational: (cancelled ? 0 : Number(leg.modifier) || 0) + rewardBonus,
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flavourLines: [
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