From 8fa691c4aa8d9c4d7d9978843eb7f35df28a9f7d Mon Sep 17 00:00:00 2001 From: slaguru666 <111923774+slaguru666@users.noreply.github.com> Date: Sun, 13 Sep 2026 14:02:54 +0100 Subject: [PATCH] R-276: NOT TIRED is visible in play, and worth nothing where we measure it Played four agents against one redcap. Two dodges in one round, both at 75 -- DEFENCE_STEP is -30, so the second would have been 45 and the roll of 70 would have failed. The wiring fires. Measured with and without, 2000 x 3 seeds: the power costs the party 6.1 points against a lone redcap and 0.1 against three of them. It is a rule about being outnumbered -- a lone defender spends four defences a round, a pack spends one each -- which is why check-lethality moved only 0.7% to 0.9%. The baseline fights redcaps in a pack, the configuration where the power is worth nothing, so that figure is the floor rather than the effect. Not presented as evidence: at seed 3 the party wins with the power on and is wiped with it off, which is stream divergence rather than direction. Co-Authored-By: Claude Opus 5 --- docs/REVIEW_LOG.md | 40 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 40 insertions(+) diff --git a/docs/REVIEW_LOG.md b/docs/REVIEW_LOG.md index da18b14..ef336f5 100644 --- a/docs/REVIEW_LOG.md +++ b/docs/REVIEW_LOG.md @@ -6306,3 +6306,43 @@ other on identical facts, and only noticed because the measurement was absurd. **Two baselines re-recorded** — lethality and focus — and the bestiary regenerated from them. Seventeen guards became eighteen alongside the scenario session's handouts check. + +## R-276 — NOT TIRED is visible in play, and worth nothing where we measure it + +Played four agents against one redcap to watch R-275's wiring fire. Seed 3, round 1, the +same round: + +``` + Kate → Redcap A: 9 SUCCESS — dodged (72 vs 75) + Neil → Redcap A: 33 SUCCESS — dodged (70 vs 75) +``` + +**Both dodges at 75.** `DEFENCE_STEP` is -30, so the second one would have been at 45 and +Neil's 70 would have failed. The rule its own entry has always printed is now in the fight. + +**What it is worth, and where.** Measured with the power and with it stripped, 2000 fights +x 3 seeds: + +| | the power costs the party | +|---|---| +| one redcap, four agents focusing | **6.1 points** (6.0, 6.3, 6.0) | +| one redcap, four agents at random | **6.1 points** | +| three redcaps, four agents | **0.1 points** | + +**NOT TIRED is a rule about being outnumbered.** A lone redcap is attacked four times a +round and spends four defences, so exemption from the stacking penalty is most of its +survival. Three redcaps against four agents are attacked roughly once each, never spend a +second defence, and the power is worth a tenth of a point. + +**Which is why check-lethality barely moved.** Its redcap figure went 0.7% to 0.9% wiped, +and I reported that in R-275 as "small, because these fights rarely spend a second +defence". That was the right explanation and I under-read it: the lethality baseline fights +redcaps in a pack, and **the pack is precisely the configuration in which this power is +worth nothing**. The guard suite is not wrong, it is measuring the case where the rule does +the least, so the number it reports is the floor rather than the effect. + +**One thing I nearly presented as evidence and did not.** At seed 3 the party wins with the +power on and is wiped with it off — the opposite of the power's direction. That is not a +finding, it is two diverging streams: change one roll and every subsequent fight is a +different fight. A single seed shows what happened, never what a rule is worth, which this +log has now learned twice in one day and would have learned a third time here.