woodelf said:Just to put this in perspective: i don't think it's significantly worse than D&D3[.5]E. Or, to use your own words, "That is exactly what has kept me from DMing it so far....
Hehe, to each his own. I consider 3E far less complicated (not less complex) than HM, simply because of the consistent use of a single mechanic. If I want to know how X is done in HM, I have to read up on X and it's probably being handled like no other thing in the game. Roll high, roll low, roll d20, roll d6, take into account this class ability or that talent - and of course, it's all been clarified in the GMG, or maybe in some obscure back issue of KOTD, or one of the class books, or...
I considered this kind of thing shoddy design in AD&D 2E, but HM has reached a completely new level, IMO. I mean, I lurk at the Kenzer boards regularly, and after the game has been out for 3 (?) years, people still discuss how initiative and movement are supposed to work. Such a game just doesn't appeal to me, sorry.
woodelf said:Do you think it's more work than GMing D&D3E? That's a serious question--i've not read HackMaster in detail yet, and never played it, but i've seen how much work my GM put in when we were playing D&D3E (enough to burn him out),
I just got sort of burned out on a high-level 3.5 campaign. We started at level 10 to find out what the revision had to offer and reached level 15-16 in 24 sessions. Most of my prep-time went into doing NPC stat blocks, which kinda sucks after a while. And the game play degenerated into a spell-slinging contest, where the non-spellcaster types just waited for the wizard and cleric to cast the next biggy spell (divination or travel) that would determine what happened next.
So I am far from a slavering 3E fanboy

Or to put it bluntly: 3E burnt me out after 9 month of high-level play*, while HM burnt me out after trying to read the GMG

* And I still like low-level games.
JRRNeiklot said:As far as bookkeeping is concerned, don't you track alignment in 3e? There may not be a chart, but it still has to be done, unless you let paladins get away with child molestation and raping the barmaids.
Yes, there is no alignment chart in my game. Sounds like a minor point, unless someone knows the chart we are talking about

And I don't really bother about alignment for classes that have no restrictions, because there are no penalties for changing. This sounds like a bug in 3E, unless (like me) you don't care much for alignment anyway.
JRRNeiklot said:I don't use the alignment chart, armor vs weapon types, and probably a good many other Hackmaster rules. Then again, how many people allow every 3e rule? No one bans incantatrixes? How about the original bladed gauntlet? Miasma?
Well, there are rules and rules. Banning a prestige class or strange weapon isn't "not playing by the rules" - these are optional gimmicks, anyway. But changing the way something basic is handled, something that comes up every game session (task resolution, initiative, advancement, etc.), that's more interesting.
So what core mechanics did I change in my 3E game?
a. XP system: I don't give kill XP or track individual actions. Instead, I evaluate overall performance on a scale of 1-10 after the game using some criteria, and then multiply by an appropriate number of XP.
b. Fate points: this is not a change of existing mechanics, but an addition.
Now why did I change the XP system? First, I don't like tracking in minute detail what characters do during the game and how it affects them on some abstract scale. Second, I wanted to avoid the "one more goblin to level up" syndrome.
And I think the above paragraph illustrates perfectly why HM is not for me
