T O P I C R E V I E W |
PaulBestwick |
Posted - 14 Aug 2012 : 13:22:35 Kenzer & Co are gining away teh PDF of the Hackmaster Basic rules here http://www.kenzerco.com/newsdesk_info.php?newsdesk_id=197
Mod edit: updated the subject line to be more descriptive  |
8 L A T E S T R E P L I E S (Newest First) |
Dalor Darden |
Posted - 21 Mar 2013 : 23:10:00 I've been playing the game for some time now, and I think it is very sound.
Lots of mechanics, yes. However, the Full Version of the game is solid. |
TBeholder |
Posted - 21 Mar 2013 : 22:18:13 Hard to see from the teaser. But... Some things (skill unification first of all) are fixes obvious from AD&D or early d20, other are dubious.
Continuous action system: Always tempting. I'd like to see one in more details before believing it works well. Adding Looks and Honor to D&D 6 scores: Old good. Comeliness (AD&D1) and Cha/Appearance (PO) were here because the alternative is making Charisma meaningless and OA had a working Honor system. Having them as "yes-except-no" ability scores: Not a good idea. 10.5-centered ability score scale: One of the worst congenital diseases from d20. Where it caused bad scalability and e.g. burdened a simple scale with "bonus-but-not-penalty" and suchlike ugly growth. HM managed to entangle this further by having various signed adjustments centered all over the place. Strength|Dexterity / extra number: If you need inequal zoom on scores right from the start, you're already doing it wrong. One more sore of "10.5 centered" plague. Attention paid to weapon/creature reach: Good.
Exploding Penetrating dice: Same old. All over the place. Adds non-linearity, but may be more of a nuisance than using a bell curve to begin with. Big dice have extra quirkiness - it's d100p(d20p-1)* and d20p(d6p-1)* - and it gets weirder with combined dice like (d4+d6)p. Less erratic HP: Good. Fanciful HP advancement: Mixed blessing. Attack vs. Dodge opposing checks instead of take-10 defence: Good! Discussed back and forth long ago. Knock-back: Would be good if was not straightforwardly based on damage. We all know how ludicrous this looks in shooters, right? Saving throws: Renaming d20 ones does not inherently improve them. Class system: Too dungeon-role-oriented, methinks, but there are some really good ideas. Slowed down BAB growth, emphasizing specific combat skills: Very good, if obvious. Ranking weapons by required training: Good! I trust there's no need to quote what Guido sez about slings and bows? Skill mastery levels akin to AD&D weapon mastery levels: Very good. Skill Mastery Die: Dubious, but at least it's better than skillpoint inflation of d20. Not unifying skill and combat systems: Oh, come on!  Skill bonuses integrated into class advancement: Good. I thought of this more as a possibility in context of better class customization. Luck points: Would be good if it wasn't a Thief class ability. Hybrid memorization/spellpoint system: Looks promising, but overcomplicated. E.g. there are Apprentice and Journeyman Spells instead of just Cantrips as before-1-level spells. Different divine magic system: Meh. Talents: Good. Like in old good PO. But dumped here too much, IMO. Proficiencies: Fairly good, and definitely better than feats. But most would improve if treated as skill mastery levels instead. |
Dalor Darden |
Posted - 20 Mar 2013 : 18:17:12 I fully endorse the fun this game offers! |
Kno |
Posted - 20 Mar 2013 : 13:32:20 thanks |
PaulBestwick |
Posted - 16 Aug 2012 : 14:37:49 No you do not. Click the underlined here on the first page. The click on the blue "via this link" about halfway down the text. Alternatively you could go via the continue at the bottom of the page and sign up to their online store if you really want. |
Kno |
Posted - 16 Aug 2012 : 10:21:04 you have to sign up |
PaulBestwick |
Posted - 15 Aug 2012 : 15:13:41 It is significantly different. Imagine what D&D might have been like if a different set of decisions were made when leaving behind 2nd Ed. It does benefit from some modern mechanics though. From the description of the full players handbook.
"This book includes a modern set of rules steeped in old-school roots. A real-time initiative count-up combat system means you will never have to wait for your turn. The realistic, gritty set of combat rules allows for quick resolution of combat with dynamic features such as incapacitating wounds, knocking opponents back and shield breakage. An opposed roll mechanic means every die roll is exciting, and there’s always a chance of success no matter how much the odds are stacked against you. The arcane magic system features the use of both spell points and levels, while each of the fourteen different clerics have a unique list of available spells that clearly differentiates these orders. There are ten races and twenty-four character classes to choose from and additional rules for honor, luck points, and quirks and flaws make HackMaster unique!
HackMaster is a game of difficult choices and the decision to excel in one area means you forgo other opportunities. You’ll never have enough points to do everything you want, but the building point system, combined with quirks and flaws, ensures that no two characters will ever be alike!" |
sleyvas |
Posted - 15 Aug 2012 : 14:57:19 For those who have actually read it, how much different is it from 3.5 / Pathfinder? |
|
|