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General Tabletop Discussion
*Pathfinder & Starfinder
Crossing HackMaster with D20 D&D
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<blockquote data-quote="Noah Kolman" data-source="post: 288896" data-attributes="member: 504"><p>Hey everyone,</p><p></p><p>I think there are a bunch of things that could be easily brought into 3e from HackMaster. In addition to what's been mentioned;</p><p></p><p>1. The Honor System. This is one of my favorite parts of HackMaster, as it can really bring importance to some of the more mundane aspects of the game. With Honor, you'll think twice about ticking off that NPC armorer or choosing to stay at the seedy, less expensive Inn. In addition, the actions of you fellows are much more important as well, since their low Honor can bring down the group Honor, thus bringing your Honor down.</p><p></p><p>2. The Alignment Tracking. For those who want a more codified alignment system, the HackMaster rules could easily be used in 3e with little or no changes. Just snag the alignment wheel and off you go.</p><p></p><p>3. Armor Hit Points. In HackMaster, armor absorbs some damage, but it also gets destroyed pretty quickly. You could use the HackMaster values straight from the book or make up your own. It makes finding a mundane suit of armor in the dungeon much more valuable, because you can always use a spare.</p><p></p><p>4. Quirks and Flaws. Using these will probably take some effort, but you could perhaps treat them as anit-feats, granting one feat for every flaw or every two flaws taken.</p><p></p><p>5. School Training. While not all of it might be useful, if you want rules for training between levels, the HackMaster system has them in spades. Make up your own costs or use those form the books. You can even adapt some of the advantages (like extra skill points) straight from the tables.</p><p></p><p>I'm sure there are more, but I won't bore you any more. Finding them is half the fun! (Okay, maybe not.)</p></blockquote><p></p>
[QUOTE="Noah Kolman, post: 288896, member: 504"] Hey everyone, I think there are a bunch of things that could be easily brought into 3e from HackMaster. In addition to what's been mentioned; 1. The Honor System. This is one of my favorite parts of HackMaster, as it can really bring importance to some of the more mundane aspects of the game. With Honor, you'll think twice about ticking off that NPC armorer or choosing to stay at the seedy, less expensive Inn. In addition, the actions of you fellows are much more important as well, since their low Honor can bring down the group Honor, thus bringing your Honor down. 2. The Alignment Tracking. For those who want a more codified alignment system, the HackMaster rules could easily be used in 3e with little or no changes. Just snag the alignment wheel and off you go. 3. Armor Hit Points. In HackMaster, armor absorbs some damage, but it also gets destroyed pretty quickly. You could use the HackMaster values straight from the book or make up your own. It makes finding a mundane suit of armor in the dungeon much more valuable, because you can always use a spare. 4. Quirks and Flaws. Using these will probably take some effort, but you could perhaps treat them as anit-feats, granting one feat for every flaw or every two flaws taken. 5. School Training. While not all of it might be useful, if you want rules for training between levels, the HackMaster system has them in spades. Make up your own costs or use those form the books. You can even adapt some of the advantages (like extra skill points) straight from the tables. I'm sure there are more, but I won't bore you any more. Finding them is half the fun! (Okay, maybe not.) [/QUOTE]
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Crossing HackMaster with D20 D&D
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