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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*
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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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