thenightgaunt
Explorer
Well, the pre-game emails have taken a bad turn. The upshot is that all the players--me included--feel that their characters are underpowered, just from rolling stats; and the DM actually wants that kind of game. It has made me realize that old school D&D gaming to me does not mean tactics & strategy, but that is exactly what it means to the others in my group. I'm just not good at that type of play, and I believe that the game as we play it rewards extreme caution while punishing the risk-takers whose characters eventually die forcing the players to come back with relatively underpowered replacements--thereby reinforcing the cautious-play loop. That dynamic probably explains why I don't favor that game, and why I am now less excited about this HMB game. I think it is salvagable, but I am not sure it is worth my effort to play against type.
I just hope all this doesn't wreck my current game, too. I am not feeling the love right now. Any help is appreciated.
There is that sort of feel to HMb and to be honest that was the feel of Hackmaster as well. Old School gaming, as the kenzer guys see it (myself as well), is pretty much what we see depicted in the Knights of the Dinner Table comics. GM's more willing to make a rule call than sit sifting through books for 10 minutes. Players being tricky, sneaky and taking advantage of what they can. And GM's willing to smack down stupid player tricks.
Why smack down risk takers? Because most of the time, they die horribly. In real life, the people who do crazy stuff and survive are generally the ones who plan things out, figure out everyway it can go wrong, and prepare for it. Otherwise you get people who's obituaries end up as either fodder for Mythbusters or The Darwin Awards.
Hackmaster has always been a grittier fantasy RPG. It's "Kingdom of Heaven" to 3rd ed's "Willow". It's "Lord of the Rings" to 4th's "The Dungeons and Dragons Movie". It requires more thought, planning and common sense than most games these days.
I've read through it and I love what they did with HMb. Combat is a bit more fluid and what players do has a bigger impact than in other games. Shileds absorb/deflect damage rather than making you harder to hit (like in real life). And you're rolling an opposed roll to try to dodge your opponent's attack. The changes to mages threw me off a bit at first, but if you do the math, nothing is lost between editions. Mages can still cast more spells than their 3d ed counter parts (and the same # as their HM versions). The main difference is that spells and slots are broken up by level. So you never level up and go (oh, my hp went up but that's it). There's always a significant impact to the character when you level.
Things to keep in mind. This is HMBasic. It's only a simple system to cover the first 5 lvls of gameplay. The upcoming Hackmaster Advanced (or just "Hackmaster") is supposed to have all the rules and detailed stuff you want to play with (like 2 weapon fighting).