To clarify, you believe that the results of a DR, average or extreme, will indicate nothing when playtesting?
Not so much that they indicate "nothing", more that the results of those DR are
already known. You don't need to roll dice to know the probabilities of a particular attack being successful or not. You can play an entire scenario in your head if all you're doing is working off probable results. You don't need playtesters to roll dice. You need playtesters to do the things that the designer didn't think anyone would do, to see if those things break the scenario or not.
The DR don't matter. Has that sunk in yet?
Knowing if a scenario is balanced and an enjoyable fight can be ascertained regardless of any DR results?
Obviously. Are you aware of any existing scenario that you would be keen to play if you weren't allowed to roll any dice? It might be an exercise in determining who's the best strategist, and therefore some nice ego-stroking, but I don't think too many ASL players would find it much fun.
The designer/playtester who obsesses on dice results is clueless?
That's not exactly what I said, but close enough. Note that the key word here is "obsess", and the context is "designing/playtesting". The important thing is being able to identify if/when a particular DR (or sequence of DR) makes or breaks the game. Take for example the scenario J22
Oh Joy!. That Soviet OT-34 is a fairly important game piece. The Russian player will have difficulties winning the scenario if he can't get some meaningful use out of it. Nonetheless, it's possible for the piece to be taken out of the fight in the first turn -- because it's got red MP, and you might roll a "12" when you try and start it. I've seen it happen (not in a game that I was playing, thank goodness). If that happened in a playtest, you would not necessarily abandon the playtest result (because other things that happened in the game could still yield important information) but as the designer you would recognise that it's an unusual result and doesn't really impact on the overall scenario balance in any general sense. On the other hand, if the playtest results seemed to unanimously declare that the Soviets absolutely cannot win without that OT-34, then you would maybe want to add an SSR making the Breakdown result impossible on Turn 1, or substitute the OT-34 with another unit, or making some other change. That's what design and playtesting is all about -- identifying what's
important, not crying about the actual DR.
Also, because playtesting can be a tedious experience, the designer should not expect anyone testing his design to do so for any particular reason?
What? I have no idea what you are even trying to say. It's certainly nothing that
I said.
Rob, IMO you would make a perfect Union REP for the United Playtester's Union and Association of ASL.
Again: what? Who's Rob?