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Hackmaster - Thinking about staring up a game and need info/thoughts
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<blockquote data-quote="pming" data-source="post: 5335113" data-attributes="member: 45197"><p>Hiya.</p><p> </p><p> Glad I could help. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p> Some of the things I could have mentioned, but didn't for space, are:</p><p> </p><p> Skills: They are % based. They increase with level, but can also be increased via training. I house-ruled skills so that they increase over time naturally (when used), and have a system where 'training' in done during actual game play in stead of the "when you level you spend some time learning more".</p><p> </p><p> Magic: Casters get more than normal 1e/2e characters do. You can also specialize in magical types (ala 2e), but you can further "double-specialize" if you really want to. All this extra info and a bajillion other class/sub-class choices are in the Spellslingers and Zealots guides.</p><p> </p><p> Monsters: Oh, the wonderful additional stuff of HM4 monsters! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Each monster has a section called "Yield". In it are the little extras you can expect to be able to salvage/find/extract/etc from that particular monster. The info found in the Yield section is: Medicinal, Spell Components, Hide/Trophy Items, Treasure and Other. Good stuff!</p><p> </p><p> Oh, did I mention the drinking rules? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Each race/class has a base 'intoxication' level. Different types of drinks have different ratings. The more you drink, the harder it is for you to stay sober. Eventually you find yourself intoxicated, with a list of bonuses/penalties associated with your particular level of inoxication. My group has had great fun with this simple system. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p> There's all the normal 1e DMG goodness as well; info on economics, NPC hierlings, spell research, governmental types, etc. Awesome stuff, really...and all completely ignorable if you don't care for it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p> Enjoy!</p><p> </p><p>^_^</p><p> </p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 5335113, member: 45197"] Hiya. Glad I could help. :) Some of the things I could have mentioned, but didn't for space, are: Skills: They are % based. They increase with level, but can also be increased via training. I house-ruled skills so that they increase over time naturally (when used), and have a system where 'training' in done during actual game play in stead of the "when you level you spend some time learning more". Magic: Casters get more than normal 1e/2e characters do. You can also specialize in magical types (ala 2e), but you can further "double-specialize" if you really want to. All this extra info and a bajillion other class/sub-class choices are in the Spellslingers and Zealots guides. Monsters: Oh, the wonderful additional stuff of HM4 monsters! :) Each monster has a section called "Yield". In it are the little extras you can expect to be able to salvage/find/extract/etc from that particular monster. The info found in the Yield section is: Medicinal, Spell Components, Hide/Trophy Items, Treasure and Other. Good stuff! Oh, did I mention the drinking rules? ;) Each race/class has a base 'intoxication' level. Different types of drinks have different ratings. The more you drink, the harder it is for you to stay sober. Eventually you find yourself intoxicated, with a list of bonuses/penalties associated with your particular level of inoxication. My group has had great fun with this simple system. :) There's all the normal 1e DMG goodness as well; info on economics, NPC hierlings, spell research, governmental types, etc. Awesome stuff, really...and all completely ignorable if you don't care for it. :) Enjoy! ^_^ Paul L. Ming [/QUOTE]
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