First, a big thanks for posting all that info, I really do appreciate it.
Now, when does it go from crunch to clunk? I am not a fan of opposed rolls and the weapon speed and second-by-second combat actions just seems a bit much? I read this: http://www.kenzerco.com/hackmaster/downloads/HMb_KODT_Combat_Example.pdf and it looks a bit too detailed. 8 pages to describe 15 seconds of combat vs 4 goblins and an orc is... well, too much.
Features I am looking for:
- slow progression
- low to medium magic
- a good set of fantasy monsters
- not gritty
- not clunky
I haven't stated it particularily clear in my first post, but I want to run a fantasy campaign with elves, dwarves, goblins, dragons, evil necromancers and dumb ogres.![]()
Level 3 to 10 is my favorite in dnd, or more specifically, 5 to 8. The math, complexity and resource management is just right.
I haven't stated it particularily clear in my first post, but I want to run a fantasy campaign with elves, dwarves, goblins, dragons, evil necromancers and dumb ogres.![]()
Some interesting points there Li Shenron. I have thought about doing something like you suggest, but I do like getting new stuff and level 3 - 8 goes by pretty quickly. I did think about doing something similar to what you suggest, but using 4e instead. Maybe houseruling 3.5e would be a better idea? Hmm...
Now, it does look like Kravell's suggestion has some merit, it sounds like a houseruled 3.5. I looked at it briefly, but skipped along because of the steampunk setting, but if that's basically a single chapter I can skip, it might be a good idea. Just looked at it now and it does seem to scale by +0.5 attack/level. Might be little enough that it's workable.
Hmm... The fight did seem to be a pretty basic low-level fight, with nearly no special abilities used, just the standard hit-it-until-dead. A similar DnD fight would probably be faster, with a lot less rules and rolls involved.
I am a bit intrigued by Hackmaster though, it does appeal to me in many ways. Actually in a lot of ways. It feels like a very good simulation of combat with how reach matters, how movement is done, the weapon speed, shield damage, pain threshold and so on.
The problem with it as I see is my not-so-detailed-oriented players. Having to roll 5-6 times to resolve one attack (because of attacks due to longer reach, shield damage, pain rolls, counter attacks, etc) looks like it's gonna take a while. I don't think they are up for rolling pain rolls themselves, or having their shields bashed to pieces, but I might be wrong.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.