Hackmaster

your doing yourself a disservice in not playing this game. Not only does the opposed roll make combat more fun and exciting but the rules in general just make a lot of sense.

Knockbacks, shields being destroyed by blows, getting your shield up in time to block an arrow, Threshold of pain, all of these things make combat fluid, fast, and EXCITING.

Having played the game I can only say give it a shot. It may not be your cup of tea but I assure you it is a lot of fun, of course everyone's opinion of what they like and don't is different but all I can say is if you buy it, do yourself a favor and roll up some guys and give it a go.


Let me put it this way, I strongly DISLIKE Paladium Fantasy and Warhammer because of all their dodging/blocking/parrying rules and how they bog down combats. Will all of this "sim" stuff in HM actually feel "fluid" in comparison to the two I have used as examples, or be just as bogged down, or even worse?
 

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The fourth character class is "The Clerics?" Misplaced plural, or do they have druid as a cleric subclass?

Neither, actually. :) There are five different faiths (of different alignments) represented. Each faith follows the same basic cleric rules, but also has different special powers and restrictions.
 

By the way, we're offering a special service for Origins attendees. Pre-order your copy of HackMaster Basic before June 23rd, and pick it up at the convention! Simply put "ORIGINS DELIVERY" (or something similar) in the Comments box when you place your order.

If you've already pre-ordered, and you want to have your copy waiting for you at the convention, just send an email to orders(at)kenzerco.com and request Origins delivery. Please include name and your order #, so we can more easily process your request.
 

Let me put it this way, I strongly DISLIKE Paladium Fantasy and Warhammer because of all their dodging/blocking/parrying rules and how they bog down combats. Will all of this "sim" stuff in HM actually feel "fluid" in comparison to the two I have used as examples, or be just as bogged down, or even worse?


Combat in HMb is very fluid (more so than any other rpg I've played). The only problem I remember having was keeping track of the initiative counts.
 

@treebore

it is hard to describe combat in a way that won't make it sound complicated without just re-writing the rules here but combat is very fluid.

Things like damaged shields and knockbacks are very intuitive and just a result of damage.

basically there is a flow of an attack (attacker rolls plus bonuses, defended defends plus bonuses) and the results determine the effects. do enough damage and you could send you foe backwards 5 or 10 feet. Block a blow with your shield and it may be destroyed.

The rules are very simple, logical, and fluid. I would say they are not only nothing like pallidium or warhammer (having played both) but they are nothing like any other system out there

one of the problems Hackmaster is going to have is the people who read the previous rules and laughed them off and will refuse to play the new rules. This is not a re-tread of the last version but a whole new game.

anyway as I said i would give it a shot (especially if attend Origins or Gencon I know they will be running learn to play sessions) but to eash their own, some people will hate the game and others won't but it is a really good set of rules
 


one of the problems Hackmaster is going to have is the people who read the previous rules and laughed them off and will refuse to play the new rules. This is not a re-tread of the last version but a whole new game.

Another problem will be those who like HM4e, AD&D, and d20 and see this as a whole new game. One of the great things about 4e was that it was pretty plug and play with basic, 1e, and 2e stuff with little work. How compatible does the new system seem to you? Is it like trying to convert between 2e and 3e or between 1e and 2e?

I know there is that other huge thread by the Kenzer people on their forum providing spoilers but I have not read it yet, just the preview pdfs.

Is combat basically AD&D with AC changing to d20+defense plus other options like shield damage and knockback? Is it fundamentally different or fairly similar at core?

I know that initiative has changed, but that has changed in most editions of D&D with little problem.
 

Combat is different than HM4 and the new mechanic is a step in another direction.

If you think AD&D and HM4 is the best thing ever made you may not like HM5, it will be hard to say. I think comparing the rules is even hard.

I should point out I played in a massive 6 year HM4 game (needless to say I love HM4 and old school AD&D) and I think HM5 blows that game away and having wet my blade (albeit for only a short time) I won't play HM4 ever again, HM5 is just more fun to me.
 


The best thing I've read about combat is the getting rid of "rounds"... It's now like Aces & Eights (from what I've read) where you just keep counting up initiative for the whole battle, with each count being a second. Every action (including movement) takes a number of seconds and you go from there.
 

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