And I can not fathom it ever resulting in anything other than a loss for both players in that situation. If time ran out with them both still slugging away at each other, then obviously they both felt they had a chance to win. So why would either of them give that up?
And if that's the case, then why not cut out the arguments and frustration and simply state "If you're not finished when time runs out, it's a loss for both players."
My point was that they wouldn't agree on it. One would use the method that favored themselves, and the other would use a different method to favor themselves.
Basically that is exactly what they are saying, However, the one that is losing has a chance to and should concede. there are double losses in l5r, but they are a rare occurance.
This tie break for MW would only be used during the Cut and Finals, because there has to be a winner. In the normal swiss rounds ties would be acceptable. the talk here is superfluous unless they fix the tournament system as a whole. I mean the format they used at Gencon Was terrible.
The way mage Wars Plays I cannot see a simple and quick tie break system that does not heavily favor one deck type or another.
Hedge
I don't know, Kichard's plan sounded pretty fair and reasonable. I think we should try it. Even if its not the perfect solution, we won't really know until we try it, since it's a new tiebreaker system that no one has used before. Besides, it's got to be better than "whoever did the most total damage so far wins" which does heavily favor aggressive playstyles.
Also, one could argue that you don't know who wins until the very last attack die has been rolled. While this is TECHNICALLY true, it isn't practically speaking. If you're a wizard with no armor, no defenses or guards, your nullify has been seeking dispelled, you've used your actions and you have 30 damage, and you're pushed through wall of thorns (10 dice) to a fully capable steel claw grizzly on the other side, what's the chances of surviving that AND managing to mount a successful comeback?
Theoretically your opponent could roll all 17 dice without doing ANY damage. But the probability of that happening is SO small. Correct me if I calculated wrong, but I think it's about 7.7 x 10^-9. To survive the attacks at all, all but one die has to deal no damage and the die that does needs to deal less than 2 damage. The chances of this happening are about 1.5 x 10^-8.
To put that in perspective, both probabilities are more than twice as small as one in a million (1.0 x 10^-6). And if it was just the wall of thorns and no grizzly, the chances of surviving increase to about a whopping 3.4 x 10^-5. 10^-5 is one in a hundred thousand, so this probability is a LOT bigger than the other two, but it is still so infinitesimally small you might as well call it 0.
Even with such an insanely lucky roll you still have to turn things around and win. But no matter how much damage you still need to do to your opponent, they're out of LoS and the way to them is blocked by Wall of Thorns, and you still need to deal with the Grizzly first so that it doesn't successfully attack you again.
Now of course that over-the-top hypothetical situation might not be so likely in a tournament level game, but I think we all agree that there is usually a moment in the game where one player's chance of losing becomes pretty much 100%—a statistical point of no return. How much time elapses from that point to the actual end of the game can vary. However, when you've passed the statistical point of no return, there's really no reason to continue futilely struggling, especially if it would cause you to go over time.
After the statistical point of no return, you might be technically capable of turning the situation around, but it's not gonna happen. It's just not. And if Kichard's theory is accurate, then that statistical point of no return should consistently occur within three rounds after 5/6 of the total allotted game time has passed.
EDIT:
Of course, there are situations that actually do result in a draw. However, because of the way initiative works, the only ways (at least that I can think of) to have a draw in a game that doesn't require a tiebreaker is for both players to be afflicted with direct damage at the same time during the upkeep, or with a magebane activating from an attack spell.
Therefore, Kichard's idea could be used to determine real draws as well. In order to do this, rather than merely measuring how much damage each player deals in those three rounds, one should also take note of each player's potential next-upkeep damage.
For instance, consider the following end to
a set of tiebreaker rounds.
Player 1 is afflicted with a Ghoul-Rot and is standing in a poison fog cloud, and has dealt 5 damage, and player 2 is just afflicted with a ghoul rot and has dealt seven damage. Assuming both players have the mana to pay the upkeep costs, this game results in a draw.
For direct damage that isn't certain, such as burn conditions, you would have to roll for them at the end of the tiebreaker rounds.
Then again a mage might have Regrowth belt on. it's probably just better to do the next upkeep.