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Hackmaster Advanced Players Handbook ('5th Edition')
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<blockquote data-quote="Treebore" data-source="post: 5917660" data-attributes="member: 10177"><p>The second by second combat actually flows pretty quickly. Just like anything different it takes time to figure it out and get into the rhythm, but once you do it is actually pretty cool. Its the part of the game I liked the most. Makes sense to me, since it is the same similar count up system that is in Aces and Eights, just the time increments are different.</p><p></p><p>What I do not like, is all the fiddly bits. The fatigue rules. How you need a little box to write up every weapon to have their speed, damage bonus, attack bonus, etc... written up. Most people I know didn't like tracking this kind of stuff in 1E AD&D, and several of my players didn't like it in this game.</p><p></p><p>I do not like power point/spell point systems. As far as such systems go, this one is pretty good, and even though the mage seems limited at first, as his spell points grow, so do his spell casting options, but I hated doing the math on top of it. If you like keeping a running total on numbers ranging from 60 to 120, and can vary from there depending on what options you chose to add to the spell your casting, you may love it. Guess I am too much of a fan of fire and forget, because I would rather forget than track the math involved in these spell point numbers.</p><p></p><p>Now if you don't mind tracking math, and if you like "fiddly bits" that give you lots of options and realism, you are much more likely to love this system.</p><p></p><p>Now I am told that they did something similar in this rules set that they did in Aces and Eights, where they have a very simple set of rules, and the more complex rules are optional add ons. My problem is, if that basic rules set is still HM Basic, I seriously doubt I am going to like it any more than I already do. If it is actually able to be done even simpler, and maybe not track so many Spell Points, like maybe a fire and forget option, I may end up loving this final version. But like I said, the price points currently available to me are too high for me to be willing to risk that kind of money on something I am already pretty sure I am not going to like.</p><p></p><p>The Hacklopedia of Beasts is a bit different for me. The fluff info and the monsters themselves are easy for me to use in other systems I run. So I can get my money out of this purchase, plus it is a really gorgeous book. Which I am sure the other books are going to be as well. I mean Jolly has already shown pictures of the players book, and it does look to be equally gorgeous to the HoB.</p></blockquote><p></p>
[QUOTE="Treebore, post: 5917660, member: 10177"] The second by second combat actually flows pretty quickly. Just like anything different it takes time to figure it out and get into the rhythm, but once you do it is actually pretty cool. Its the part of the game I liked the most. Makes sense to me, since it is the same similar count up system that is in Aces and Eights, just the time increments are different. What I do not like, is all the fiddly bits. The fatigue rules. How you need a little box to write up every weapon to have their speed, damage bonus, attack bonus, etc... written up. Most people I know didn't like tracking this kind of stuff in 1E AD&D, and several of my players didn't like it in this game. I do not like power point/spell point systems. As far as such systems go, this one is pretty good, and even though the mage seems limited at first, as his spell points grow, so do his spell casting options, but I hated doing the math on top of it. If you like keeping a running total on numbers ranging from 60 to 120, and can vary from there depending on what options you chose to add to the spell your casting, you may love it. Guess I am too much of a fan of fire and forget, because I would rather forget than track the math involved in these spell point numbers. Now if you don't mind tracking math, and if you like "fiddly bits" that give you lots of options and realism, you are much more likely to love this system. Now I am told that they did something similar in this rules set that they did in Aces and Eights, where they have a very simple set of rules, and the more complex rules are optional add ons. My problem is, if that basic rules set is still HM Basic, I seriously doubt I am going to like it any more than I already do. If it is actually able to be done even simpler, and maybe not track so many Spell Points, like maybe a fire and forget option, I may end up loving this final version. But like I said, the price points currently available to me are too high for me to be willing to risk that kind of money on something I am already pretty sure I am not going to like. The Hacklopedia of Beasts is a bit different for me. The fluff info and the monsters themselves are easy for me to use in other systems I run. So I can get my money out of this purchase, plus it is a really gorgeous book. Which I am sure the other books are going to be as well. I mean Jolly has already shown pictures of the players book, and it does look to be equally gorgeous to the HoB. [/QUOTE]
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