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>
This commit is contained in:
slaguru666
2026-09-13 09:59:06 +01:00
co-authored by Claude Opus 5
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commit 765b3518db
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*
* check-lethality and check-focus record how a fight ENDS. Neither records how it TURNS,
* and the four-player cut of CLEAN GROUND turns early: both sides disable on one good
* hit, so whoever lands it first removes an attacker, which thins the return fire, which
* hit, so whoever lands it first costs the other 30 points off the skills that matter,
* which thins the return fire, which
* makes the next disable likelier. Nothing pulls the fight back toward the middle once it
* has tipped, and that — not anything about round five — is where the scenario's bimodal
* outcome comes from.