R-269: the fourth quadrant, and a disable does not remove anybody
Seed 16 is the missing corner -- party takes first blood in round 1 and is wiped anyway -- and it runs 24 rounds. Its last five are Neil dropped by a critical through armour, then Dominic alone at 1%, failing three times, then dying. That is what three effective attackers costs at a table when a fight goes long. Corrects a mechanism I had written twice: a disabling hit does not remove an attacker, it charges 30 points off physical or manipulation per locationEffectsFor. Bhattacharya keeps swinging at 10 for four rounds. A slope, not a cliff. Neither guard fired and neither was wrong: the fight sits in the 25.5% the swing does not cover, and no guard measures the tail because all of them average. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -5827,8 +5827,11 @@ produce a single 3-point scratch; the column lands three blows in round 3, Kate
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**Both sides disable on one good hit.** The major-wound threshold is half of max HP and it
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is the same rule in both directions — the neighbours have 10, the agents 11 to 13 — so an
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average blow takes a fighter out of the fight. Every disable removes an attacker, which
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thins the return fire, which makes the next disable likelier. Nothing pulls a fight back
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average blow takes a fighter out of the fight. Every disable costs its owner 30 points off
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the relevant skills — `locationEffectsFor`, an arm or a leg — which for a 40% attacker is
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three quarters of their hit chance, so it thins the return fire and makes the next disable
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likelier. It does not remove them: a disabled agent keeps acting, keeps drawing attacks
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and keeps being a target, which is why the compounding is a slope rather than a cliff. Nothing pulls a fight back
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toward the middle once it has tipped, which is the whole of the bimodality.
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**Measured, `tools/first-blood.mjs`, 2000 runs across three seeds:**
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@@ -5966,3 +5969,37 @@ README's block, the count word fell to "thirteen" while fourteen guards ran, and
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document got *quieter* as the build got worse. A missing line is now fatal. That is the
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third variant of this defect found inside the tooling written to prevent it, which is
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starting to look less like bad luck than like where the defect lives.
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## R-269 — the fourth quadrant, and a mechanism I had described wrongly
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Three readings of the cut so far took first blood and the outcome together: the party
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strikes first and sweeps (seed 5), the column strikes first and wipes it (seed 2), the
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column strikes first and loses anyway (seed 17). Seed 16 is the missing corner — the party
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takes first blood in round 1 and is wiped — and it runs **24 rounds**, which is longer than
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any fight anyone will run at a table.
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**What a disable actually does.** I have twice written that a disabling hit "removes an
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attacker". It does not. `locationEffectsFor` charges 30 points off physical or manipulation
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per disabled limb, so Bhattacharya goes from 40 to 10 in round 6 and keeps attacking at 10
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for four more rounds; the creature that loses a leg drops from 50 to 20 and keeps coming.
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For a 40% attacker that is three quarters of their hit chance, which is why the measured
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effect is as large as it is — but it is a slope, not a cliff, and the disabled keep acting,
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keep drawing attacks and keep being targets. R-266 and `first-blood.mjs` corrected.
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**The last five rounds of seed 16 are the scenario's warning, played.** Neil is dropped in
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round 21 by a critical — `armour 4->0`, because a critical ignores armour entirely — and
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from there it is **Dominic alone against one creature, rolling at 1%, three times, and
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then dying**. Rounds 22, 23 and 24 contain four player actions and not one of them could
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have succeeded. That is what "three effective attackers, not four" costs at the table when
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the fight goes long: not a quieter character, a player rolling dice that cannot come up.
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**What the fourteen guards would and would not have caught here.** check-firstblood says
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the first blow is worth 40 points, and this fight is squarely in the 25.5% that go the
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other way; the guard is describing a tendency and correctly did not fire. check-attackers
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has Ashcroft at 0.1% of attacks disabling, and rounds 22 to 24 are what 0.1% looks like
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from a chair. Neither guard is wrong, and neither one would have told me a 24-round fight
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was possible — no guard measures the tail, because every one of them averages.
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**So the reading is still doing work the measuring cannot.** Fourteen guards, and the
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thing worth knowing about this fight — that it ends with one player failing three
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impossible rolls in a row — is visible only by watching it happen.
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@@ -3,7 +3,8 @@
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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 removes an attacker, which thins the return fire, which
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* hit, 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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* outcome comes from.
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