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Hackmaster Basic
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<blockquote data-quote="Treebore" data-source="post: 4992708" data-attributes="member: 10177"><p>Ran my first game session of this last night. At first it felt a bit awkward, especially with how the initiative/rounds mechanic works. Its a count up system, meaning there are no rounds, you just keep counting upward based on how much you move, weapon speeds, etc...</p><p></p><p>My players and I felt confused at first, but by the 4th or fifth set of attacks and defenses we all started to see how it was working and are starting to take a liking to it, or at least be accepting of it. </p><p></p><p>No one played a thief, so we didn't get to see how the Luck rules work.</p><p></p><p>One big things I noticed is with the DR rules the fighter types are going to have a lot more "stamina" to make it through a lot more battles, so resting won't be as critical, nor will hit point recovery. Still important, just not critical.</p><p></p><p>For example, the Fighter and Cleric had leather armor and small shields, so a DR of 6 versus every hit. They were fighting wolves who did 2d4+2 damage, so at most they would take 1 to 3 points of damage, and several times took none. Plus the wolves had no chance of breaking the shields, which makes sense to me so no actual problem with that. </p><p></p><p>The wizard did deep slumber and put 3 of the 5 wolves to sleep, even with the HP limitation of the spell, and with save checks. He then spent the rest of the encounter going around a coup de grace the wolves. So the mage killed 3 wolves to the rest of the parties 2. Kind of cool.</p><p></p><p>I also liked how the skill system worked. Everyone was a bit questioning about them at first, because some had attributes of 5 and 7, but with using the +10 to -90 modifiers on the difficulty chart it worked real darn well, even for the Universal skill rolls.</p><p></p><p>Over all I think we are going to take a strong liking to the new Hackmaster.</p></blockquote><p></p>
[QUOTE="Treebore, post: 4992708, member: 10177"] Ran my first game session of this last night. At first it felt a bit awkward, especially with how the initiative/rounds mechanic works. Its a count up system, meaning there are no rounds, you just keep counting upward based on how much you move, weapon speeds, etc... My players and I felt confused at first, but by the 4th or fifth set of attacks and defenses we all started to see how it was working and are starting to take a liking to it, or at least be accepting of it. No one played a thief, so we didn't get to see how the Luck rules work. One big things I noticed is with the DR rules the fighter types are going to have a lot more "stamina" to make it through a lot more battles, so resting won't be as critical, nor will hit point recovery. Still important, just not critical. For example, the Fighter and Cleric had leather armor and small shields, so a DR of 6 versus every hit. They were fighting wolves who did 2d4+2 damage, so at most they would take 1 to 3 points of damage, and several times took none. Plus the wolves had no chance of breaking the shields, which makes sense to me so no actual problem with that. The wizard did deep slumber and put 3 of the 5 wolves to sleep, even with the HP limitation of the spell, and with save checks. He then spent the rest of the encounter going around a coup de grace the wolves. So the mage killed 3 wolves to the rest of the parties 2. Kind of cool. I also liked how the skill system worked. Everyone was a bit questioning about them at first, because some had attributes of 5 and 7, but with using the +10 to -90 modifiers on the difficulty chart it worked real darn well, even for the Universal skill rolls. Over all I think we are going to take a strong liking to the new Hackmaster. [/QUOTE]
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