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<blockquote data-quote="griffonwing" data-source="post: 6068484" data-attributes="member: 26609"><p><strong>HackMaster</strong> (New edition)</p><p></p><p>..........Strengths</p><p></p><p>1) <em><u>Old School Foundation</u></em> - Stats are straight 3d6, down the line. Dropping the average back down to 10-11 instead of 13-15. Nine-grid alignment, although the definitions have been reworked for more accurate portrayal.</p><p></p><p>There is no dump stat. Every stat is crucial for gameplay for every class. INT/DEX (Attack Mod), WIS (Init/Defense), INT/WIS/CHA (Building Point bonus), DEX (Init/Attack/Defense), LooKS (CHA bonus, Honor/Fame mod), CHA (Honor/Turning/Morale mod, number of protoges). Stats that a fighter, for example, would normally dump (INT/WIS/CHA) are very important.</p><p></p><p>2) <u><em>New School Mechanics</em></u> - It takes many ideas that have been used previously in other systems, and reworked to fit seamlessly together into a more natural and realistic system. Count-up initiative instead of rounds, dice penetration (explosion), Armor and Shields working as they should (increasing your likelihood of getting hit, but decreasing damage).</p><p></p><p>3) <em><u>Increasing the longevity of gameplay</u></em> -Opposed combat allows for a more wide-range of combat potential, allowing lower-level enemies to still be viable even with higher level PCs. The power level of HM is about half of DnD3e/4e/PF, so a 20th level HM fighter is about on par with level 10 of the others. </p><p></p><p>4) <em><u>Low Power Level</u></em> - Weapons and Armor that are +1 to +5 are not magical, they are simply so well made, they grant inherent bonuses due to their superb craftsmanship. Magic weapons start at a +6 enhancement. </p><p></p><p>5) <em><u>Magic System</u></em> - Gone is the incompetent idea of spell levels every other class level, max of 9. This system gives a new spell level for each class level. 12 level caster, 12 level spell. Simple and sensible. </p><p></p><p>The magic system uses a combination of Vancian (memorized spells) and spell points. All spells have a base spell point cost. You can memorize 1 spell of each level (plus 2 sub-leveled spells). Any non-memorized spell that you know costs double to cast. </p><p></p><p>6) <em><u>Clerics</u></em> - There is a whole chapter devoted to Clerics (14 in the PH, the rest to follow). There is no single cleric class. There are 43 cleric classes. 43 deities and 43 relevant classes. Each class has their own special spell list and abilities. For example, there are 2 different clerics that are wilderness or animal lord based and have animal shape-changing abilities (druids). </p><p></p><p>Cleric spells are not leveled, and each type of cleric gains access to different spells at different times, or even never. Some gods might grant healing magic at lower levels, while another god might only grant healing magic to the higher followers only, and another might deny it altogether. Two different clerics, even those who are identical in alignment, will not have access to all the same spells. </p><p></p><p>7) <u><em>BPs and STPs</em></u> Building Points. Everything costs Building Points, including your class. In OD&D, certain races could not be certain classes. Dwarves could not be mages or clerics, Elves could not be rangers or paladins. In 3,0, the floodgates opened, and any race had free reign to be any class. In HM, classes cost BPs according to race. Humans can spend 20 BP to be any class. Dwarves, for example, can spend 20 for Fighter, but 75 for mage. The class costs reflects the rarity of that class in the racial caste system. </p><p></p><p>Skills, are d100 based, and BP costs coupled with free choice allow you to start out with most any character concept and create him.</p><p></p><p>Plus, with the leveling system of the spells, and the ability of martial combat to increase damage/attack and decrease weapon speed, there is no powercreep for mages in high-level campaigns. Fighters are just as deadly as mages, and no class has the upper hand.</p><p></p><p></p><p>..........Weaknesses</p><p></p><p>Honestly, the only weakness that I can find about Hackmaster is a temporary weakness. After that, it becomes a strength. This weakness is that it you have to UNLEARN how to play. During the first game, first combat, you will wait for your combat rounds that will not be there. You will try to roll to hit AC, or ask what the AC is. You will go "How much did the little kobold runt hit me for?" when you failed your def roll and he penetrates 3 times on his attack, fording you to either burn honor to try and stay alive or roll up a new character.</p><p></p><p>I can't wait to start up a new game next month. It's going to be a blast.</p></blockquote><p></p>
[QUOTE="griffonwing, post: 6068484, member: 26609"] [B]HackMaster[/B] (New edition) ..........Strengths 1) [I][U]Old School Foundation[/U][/I] - Stats are straight 3d6, down the line. Dropping the average back down to 10-11 instead of 13-15. Nine-grid alignment, although the definitions have been reworked for more accurate portrayal. There is no dump stat. Every stat is crucial for gameplay for every class. INT/DEX (Attack Mod), WIS (Init/Defense), INT/WIS/CHA (Building Point bonus), DEX (Init/Attack/Defense), LooKS (CHA bonus, Honor/Fame mod), CHA (Honor/Turning/Morale mod, number of protoges). Stats that a fighter, for example, would normally dump (INT/WIS/CHA) are very important. 2) [U][I]New School Mechanics[/I][/U] - It takes many ideas that have been used previously in other systems, and reworked to fit seamlessly together into a more natural and realistic system. Count-up initiative instead of rounds, dice penetration (explosion), Armor and Shields working as they should (increasing your likelihood of getting hit, but decreasing damage). 3) [I][U]Increasing the longevity of gameplay[/U][/I] -Opposed combat allows for a more wide-range of combat potential, allowing lower-level enemies to still be viable even with higher level PCs. The power level of HM is about half of DnD3e/4e/PF, so a 20th level HM fighter is about on par with level 10 of the others. 4) [I][U]Low Power Level[/U][/I] - Weapons and Armor that are +1 to +5 are not magical, they are simply so well made, they grant inherent bonuses due to their superb craftsmanship. Magic weapons start at a +6 enhancement. 5) [I][U]Magic System[/U][/I] - Gone is the incompetent idea of spell levels every other class level, max of 9. This system gives a new spell level for each class level. 12 level caster, 12 level spell. Simple and sensible. The magic system uses a combination of Vancian (memorized spells) and spell points. All spells have a base spell point cost. You can memorize 1 spell of each level (plus 2 sub-leveled spells). Any non-memorized spell that you know costs double to cast. 6) [I][U]Clerics[/U][/I] - There is a whole chapter devoted to Clerics (14 in the PH, the rest to follow). There is no single cleric class. There are 43 cleric classes. 43 deities and 43 relevant classes. Each class has their own special spell list and abilities. For example, there are 2 different clerics that are wilderness or animal lord based and have animal shape-changing abilities (druids). Cleric spells are not leveled, and each type of cleric gains access to different spells at different times, or even never. Some gods might grant healing magic at lower levels, while another god might only grant healing magic to the higher followers only, and another might deny it altogether. Two different clerics, even those who are identical in alignment, will not have access to all the same spells. 7) [U][I]BPs and STPs[/I][/U] Building Points. Everything costs Building Points, including your class. In OD&D, certain races could not be certain classes. Dwarves could not be mages or clerics, Elves could not be rangers or paladins. In 3,0, the floodgates opened, and any race had free reign to be any class. In HM, classes cost BPs according to race. Humans can spend 20 BP to be any class. Dwarves, for example, can spend 20 for Fighter, but 75 for mage. The class costs reflects the rarity of that class in the racial caste system. Skills, are d100 based, and BP costs coupled with free choice allow you to start out with most any character concept and create him. Plus, with the leveling system of the spells, and the ability of martial combat to increase damage/attack and decrease weapon speed, there is no powercreep for mages in high-level campaigns. Fighters are just as deadly as mages, and no class has the upper hand. ..........Weaknesses Honestly, the only weakness that I can find about Hackmaster is a temporary weakness. After that, it becomes a strength. This weakness is that it you have to UNLEARN how to play. During the first game, first combat, you will wait for your combat rounds that will not be there. You will try to roll to hit AC, or ask what the AC is. You will go "How much did the little kobold runt hit me for?" when you failed your def roll and he penetrates 3 times on his attack, fording you to either burn honor to try and stay alive or roll up a new character. I can't wait to start up a new game next month. It's going to be a blast. [/QUOTE]
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