> There�s nothing to stop you from having a scale for the skills (as
> per HQ1) and setting challenges that are naturally on a suitable level
> of difficulty.
>
Perhaps not, but there's no tools to assist with this - nor do there
need to be if you're playing the game as seems to be intended. Which
isn't the same as saying the pass-fail cycle is mandatory at all times,
because clearly it isn't. You can legitimately say "I don't care where
we are in the pass-fail cycle, that's going to be difficult" (and
published scenarios often do exactly this), but that's not the same as
saying "I don't care how good the characters are, climbing this wall has
a difficulty of 10W", which the rules do not encourage, or, frankly,
need to encourage.
-- Trotsky Gamer and Skeptic ------------------------------------------------------ Trotsky's RPG website: http://www.ttrotsky.pwp.blueyonder.co.uk/ Not a Dead Communist: http://jrevell.blogspot.com/ Synapsida: http://synapsida.blogspot.com/
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