R-270: a rule I invented, and the coincidence that hid it
R-266 said a fighter goes down at half maximum hit points and called it one rule in both directions. conditionFor puts someone down at hp <= 2; majorWoundFor is ceil(hp/2) and feeds only how long the dying last; a location is disabled by resolveLocationHit at its own locationMaxHp capacity. The reason it survived reading: for a 10-point neighbour majorWoundFor is 5 and a leg, abdomen or chest holds exactly 5, and for a 12-point agent both are 6. On the locations that get hit most the invented rule returns the real one's answer, and the narration prints MAJOR WOUND and disabled on the same line. Arms and heads are where they part, and I had not looked at an arm. Found by the scenario session going to rules.mjs to verify a different correction of mine and reading the next function along. Both errors made the fight look easier than it is. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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* The four-player cut turns on its first disabling blow, and it must keep doing so.
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*
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* R-266 found the mechanism behind CLEAN GROUND's bimodal outcome: both sides disable on
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* one good hit, so whoever lands the first one thins the return fire and makes the next
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* likelier. It was measured in a scratch harness, and another session declined to put it
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* R-266 found the mechanism behind CLEAN GROUND's bimodal outcome: one hit meeting a
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* limb's capacity disables it, and both sides are made of limbs that hold 4 or 5 points,
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* so whoever lands the first one thins the return fire and makes the next likelier. It was measured in a scratch harness, and another session declined to put it
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* in the scenario for that reason — correctly, and that refusal is why this guard exists.
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*
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* Thin on purpose. The measurement lives in first-blood.mjs, which is also the tool a
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@@ -2,8 +2,9 @@
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* first-blood — who lands the first disabling blow, and what the fight does afterwards.
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*
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* check-lethality and check-focus record how a fight ENDS. Neither records how it TURNS,
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* and the four-player cut of CLEAN GROUND turns early: both sides disable on one good
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* hit, so whoever lands it first costs the other 30 points off the skills that matter,
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* and the four-player cut of CLEAN GROUND turns early: one hit that meets a limb's own
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* capacity disables it — 4 or 5 points either way here, `locationMaxHp` — and both sides
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* are made of limbs that small, so whoever lands it first costs the other 30 points off the skills that matter,
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* which thins the return fire, which
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* makes the next disable likelier. Nothing pulls the fight back toward the middle once it
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* has tipped, and that — not anything about round five — is where the scenario's bimodal
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