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 <noreply@anthropic.com>
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@@ -6306,3 +6306,43 @@ other on identical facts, and only noticed because the measurement was absurd.
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**Two baselines re-recorded** — lethality and focus — and the bestiary regenerated from
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them. Seventeen guards became eighteen alongside the scenario session's handouts check.
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## R-276 — NOT TIRED is visible in play, and worth nothing where we measure it
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Played four agents against one redcap to watch R-275's wiring fire. Seed 3, round 1, the
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same round:
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```
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Kate → Redcap A: 9 SUCCESS — dodged (72 vs 75)
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Neil → Redcap A: 33 SUCCESS — dodged (70 vs 75)
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```
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**Both dodges at 75.** `DEFENCE_STEP` is -30, so the second one would have been at 45 and
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Neil's 70 would have failed. The rule its own entry has always printed is now in the fight.
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**What it is worth, and where.** Measured with the power and with it stripped, 2000 fights
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x 3 seeds:
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| | the power costs the party |
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|---|---|
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| one redcap, four agents focusing | **6.1 points** (6.0, 6.3, 6.0) |
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| one redcap, four agents at random | **6.1 points** |
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| three redcaps, four agents | **0.1 points** |
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**NOT TIRED is a rule about being outnumbered.** A lone redcap is attacked four times a
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round and spends four defences, so exemption from the stacking penalty is most of its
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survival. Three redcaps against four agents are attacked roughly once each, never spend a
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second defence, and the power is worth a tenth of a point.
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**Which is why check-lethality barely moved.** Its redcap figure went 0.7% to 0.9% wiped,
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and I reported that in R-275 as "small, because these fights rarely spend a second
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defence". That was the right explanation and I under-read it: the lethality baseline fights
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redcaps in a pack, and **the pack is precisely the configuration in which this power is
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worth nothing**. The guard suite is not wrong, it is measuring the case where the rule does
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the least, so the number it reports is the floor rather than the effect.
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**One thing I nearly presented as evidence and did not.** At seed 3 the party wins with the
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power on and is wiped with it off — the opposite of the power's direction. That is not a
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finding, it is two diverging streams: change one roll and every subsequent fight is a
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different fight. A single seed shows what happened, never what a rule is worth, which this
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log has now learned twice in one day and would have learned a third time here.
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