"...the Pass/Fail Cycle is one of the things that I like least about HQ2."
I find this fairly interesting 'cause virtually every GM I've talked to/corresponded with/played with in the last 25 years has used a pass fail cycle in their games*. Don't believe me? You're using a pass fail cycle everytime you modify a future encounter based on the results of the current one. This encounter a walkover? Beef up the next one. This one was a bit tough, battered the adventurers to the point where it looks like one sneeze will be fatal? Trim the next one a bit.
All HQ2 does is formalise is - if you don't want to make the value judgement yourself you don't have to - just look it up on the table.
Cheers,
Ash
*The only ones that didn't were callow youths back in our mid teens
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