Lobster -> RE: Failed proficiency check (3/24/2019 10:25:37 PM)
Your turn should not be ended because of bad luck. Mismanagement sure, but never bad luck. This is no better than turn burn. Why on earth should the entire East Front grind to a halt because of 'bad luck'? That is the same thing as turn burn. Randomness should not be a factor in how long a turn goes on. What logic defines my inability to conduct combat operations if I still have the capability to do so? Luck and randomness should have no say in it.
8.5.2. Force / Deployment Editor
Settings that Affect Both Players
(1-99) Max Rounds Per Battle
Another effect to keep in mind when setting
this value is that the chance for ending the Turn by
a “Proficiency Check” is not affected. Thus, while
players may realize more sets of Attacks throughout
their Turn, with low MRPB values, they will
conversely be more likely to have the Turn ended
(eventually) by a failed Proficiency Check, since
one is made at the end of each series of Attacks.
See Turn Over (14.1) for details.
14.2. Turn Over
§§ Your Force fails a Proficiency Check. This is
the primary use of the Force Proficiency value,
though it should be noted that the Force
Proficiency value is not the exact probability
that the Turn will continue after each series
of Attacks. To fail the check, a random check
against the Force Proficiency value must fail,
AND a random check against the number
of rounds remaining must also fail. So the
chance of failing the check increases as more
and more of the turn is expended.
If your turn ends after your combats have been
executed, there will be a message dialog telling
whether it ended because of a Force Proficiency
Check failure or because there is too little of
your turn left. So, if you get an early turn ending
you should be able to determine whether it was
due to bad luck or mismanagement.