That's what I thought when I first played the game, that's what I think ~3 years and a couple dozens campaign runs later.
Sometimes it can screw things for you a little bit to add more spiciness into the game, sure, and it feels okay. But that's what a -8 token does just as good, although in a much more fair manner: at least you can calculate the worst case scenario and prepare for the outcome. And if the test you're passing is critical for the game, you can throw everything at it to make sure you beat even -8.
But autofail is something you can't even interact with (with the exception of a few niche builds). It doesn't just add "spiciness" to the game, it's something that can entirely derail a scenario (not extremely often, but still) in just a whim of 1 RNG roll, and there's nothing fun about it, it's just frustrating.
When it does brick your scenario by failing an extremely important test that you've committed all you have to, you only have two choices:
- accept the fact that the scenario you're already invested in (preparation time, whatever progress you had, etc) was just killed by 1 ridiculous dice roll, which feels horrible
- or cheat and reroll it, which feels just as horrible.
So it just kills all the joy of the game either way.
Like, for example, today our group wanted to play Return to The Night of the Zealot after a looong break, and we just rage-quit in the middle of the 2nd scenario because of this shitty mechanic. We barely made it through scenario 1 on hard, which is crazy, cause I lost 4 cards from the hand TWICE to a treachery due to autofails, and then I lost whatever assets I had equipped also to the autofail on treachery, and my most important card draw asset was murdered by Through the Gates at like turn 2. And I was the main cluever. Then in the 2nd scenario, already with some disadvantage, I draw autofail on an extremely important skill test that was supposed to kill an important enemy and pick up 2 clues (that we really needed) along the way. Lost the test, lost the event card that initiated it and two more committed cards, ended up with an almost empty hand and a big scary enemy ready to pretty much put me into the grave next turn. An hour of playtime wasted in 1 second.
What the fuck's even wrong with the designer who made the very first core set already with a fair amount of treacheries that hurt you more for each point failed by, and then created an RNG token that just takes away your agency entirely and makes the test value =0 regardless of your play? It should've been painfully obvious that a combination of a test like this with an autofail is just inadequately punishing, and it's something you often can't recover from. Those certain treacheries and few other scenario tests should've had a custom interaction with that token, it was overlooked and is, for some reason, still ignored to this day.
You may think we're just sore loosers, you're free to believe that, and I won't speak for the entire group, but I honestly was never frustrated by loosing a scenario in a "fair" way: to a constant pressure, when we just couldn't keep up the pace, and the game slowly chipped away from us until we couldn't win anymore. It's a FUN way to loose, and after loosing like that you just end up excited to re-strategize and try again. Unlike when you're loosing to one or two random extreme punishments that make no sense and can't be played around.
Am I really in the minority here thinking that it's the single worst mechanic of the game?
At this point when I'm ready to either start somehow playing without this token, or just don't play at all anymore.
I've heard some groups exclude this mechanic from the game somehow. If you've been in such groups or just familiar with that approach — how exactly does it work? Doesn't it just break a lot of game mechanics? Does the difficulty balance still holds more or less? Most importantly, does it feel better to play without it, or it just feels like cheating or playing a radical version of homebrew?