I didn't do a web search for this: if someone else has observed the parallel first, please send me there.
But I was doing the math on some inducements and I had a revelation. People like to think of Babes as if they were really additive, but they're not. See, on the one hand it is true that one Babe adds +1 and two adds +2, and that one Babe will, in the aggregate, save 1/6 of a KO'ed player per drive, and two will double that to 1/3 of a player. Fine. But that's not what Babes are used for.
See, the salient math is this: 0 Babes means each KO is a 50/50 shot that the player doesn't return. At the time this 50/50 shot is generated, if it fails, it generates a d3 result.
* If you took 0 Babes, this d3 result goes unnoticed, just like the implicit d3+3 result generated from a success (4-6) on the recovery roll.
* If you took 1 Babe, she effectively acts as a 5+ save (3+ on 1d3, but the math is the same).
* If you took 2 Babes, they act as a 3+ save (2+ on 1d3, as above).
But wait! One 3+ roll is better than 5+ with a re-roll: in fact, a 3+ is equal to a 5+ with a re-roll at 4+. So if you take a second Babe, the second one is 50% better
relative to the first one when it comes to the math you actually care about.
This is the
Monty Hall Problem, writ for Blood Bowl. If you are considering two Babes relative to a 100k inducement, then it's one thing: the Babes represent a 3+ save or 1/3 recovery, fine. But if you are considering two different packages and one has one Babe while the other has two, consider that the second Babe is a noticeably better bargain than the first one. Not enough to throw you off what you know you want, but it's better to know that if one Babe really is worth 50k, the other one is worth 75k.