EricNoah said:
My admittedly brief read-through of some of the HM books left me confused. It seemed like a strange combination of a) a parody of an RPG set up to spoof or skewer high-power "munchkin" gaming b) a loving tribute to high-power "munchkin" gaming and c) a serious attempt at AD&D 3rd edition. There's an inconsistent tone, and the marketing (the name Hackmaster, the cover illustrations -- i.e. the stuff you can see on the outside) seems to lean toward the parody side more to me.
The serious attempt at AD&D 3rd Edition and the gaming parody give the game the most problems, because they're inconsistent with one another.
An example of this can be seen with the Skill system. Quite simply, it's one of the most interesting systems I've seen for gaining and advancing skills. It's probably overcomplex, but that's okay - I can handle complex systems.
However, it has way, way, way too many skills. Consider the simple act of first aid - it is split into three skills: "Cauterise Wound", "Sew Own Wounds" and "Sew Wounds". Okay, there's a skill suite, but still this irritates me.
Then too, consider the number of skills dealing with NPC interaction: Bargain Sense, Bartering, Haggle, Intelligence Gathering, Skilled Liar, Interrogation, Art of Seduction, Berate, Diplomacy, Flex Muscle, Idle Gossip, Intimidation, Knowledge of Courtly Affairs, Oration, Parley, etc.
The good parts of the system are obscured by the silly parts - and tearing them apart leaves you with something that is very similar to 2.5E with a few parts of 1E re-included.
I
like Hackmaster, but I cannot see myself ever playing a serious campaign with it.
Cheers!