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<blockquote data-quote="griffonwing" data-source="post: 6013097" data-attributes="member: 26609"><p>I second HackMaster (new edition).</p><p></p><p>What does it do better than other systems? </p><p></p><p>Combat</p><p></p><p>1) second by second combat</p><p>--- You arent locked into rounds or turns. It doesnt take minutes until your its your turn to play. Combat doesnt take a couple hours to complete, even WITH full combat rules.</p><p></p><p>2) many optional/advanced/crunchy maneuvers</p><p>--- jabbing, holding at bay, fleeing, tactical retreat, aggressive attack, charging, ready against charge, full parry, giving ground, scambering back, fighting withdrawal, knockback rules, rear attacks, called shots, fatigue rules.</p><p></p><p>Even with all of these in place, Combat normally takes less than half the time of Pathfinder or 3.5. In many cases, a quarter of the time. And everyone is always active in the combat. Even a simple fight against a kobold group can play out like a john woo film.</p><p></p><p>3) weapon speed</p><p>---All weapons have their own speed, so a dagger attacks faster than a longsword. You can specialize in weaposn, lowering the speed even more, until you reach the minimal weapon speed.</p><p></p><p>3) opposed rolls</p><p>--- Both attackers and defenders roll. With penetrating dice (if you roll max on die, roll the die again, and subtract 1 form the score, continue rolling until non-max is rolled) it is possible that your 1st level fighter can kill an orc. However, its also feasable that your 5th level party could be slaughtered by a few kobolds. This keeps the monsters in the campaign for longer periods, instead of having to introduce more powerful enemies every 2 levels.</p><p></p><p>Spell Casting -- Vancian Casting + Spell Points</p><p></p><p>--- There are spell levels for each level of mage. 5th level mage casts 5th level spells. 1st level mage memorizes 3 spells...1 from 1st level, plus 1 apprentice and 1 journeyman. 5st level mage memorizes 7 spells. Non memorized spells cost double to cast.</p><p></p><p>Armor and Shields</p><p></p><p>1) Armor</p><p>--- Armor makes you easier to hit (common sense), but reduces the damage you take (again, common sense).</p><p></p><p>2) Shields</p><p>--- Using a shield almost guarantee you getting hit. Using a shield, you are actively saying "I will let this attack hit my shield" meaning, you are going to get hit. However, it adds to your damage reduction, and the attacks must penetrate the shield in order to do any damage to you. With penetrating damage, its possible that your shield could get obliterated and destroyed, and any blowthru damage could get you.</p><p></p><p>And last..</p><p></p><p>Also, a d10,000 critical hit/fumble table. Sure, double damage is nice, but how cool would it be to slice a tendon, sever an ear, chop off a toe, or even instantly kill!</p></blockquote><p></p>
[QUOTE="griffonwing, post: 6013097, member: 26609"] I second HackMaster (new edition). What does it do better than other systems? Combat 1) second by second combat --- You arent locked into rounds or turns. It doesnt take minutes until your its your turn to play. Combat doesnt take a couple hours to complete, even WITH full combat rules. 2) many optional/advanced/crunchy maneuvers --- jabbing, holding at bay, fleeing, tactical retreat, aggressive attack, charging, ready against charge, full parry, giving ground, scambering back, fighting withdrawal, knockback rules, rear attacks, called shots, fatigue rules. Even with all of these in place, Combat normally takes less than half the time of Pathfinder or 3.5. In many cases, a quarter of the time. And everyone is always active in the combat. Even a simple fight against a kobold group can play out like a john woo film. 3) weapon speed ---All weapons have their own speed, so a dagger attacks faster than a longsword. You can specialize in weaposn, lowering the speed even more, until you reach the minimal weapon speed. 3) opposed rolls --- Both attackers and defenders roll. With penetrating dice (if you roll max on die, roll the die again, and subtract 1 form the score, continue rolling until non-max is rolled) it is possible that your 1st level fighter can kill an orc. However, its also feasable that your 5th level party could be slaughtered by a few kobolds. This keeps the monsters in the campaign for longer periods, instead of having to introduce more powerful enemies every 2 levels. Spell Casting -- Vancian Casting + Spell Points --- There are spell levels for each level of mage. 5th level mage casts 5th level spells. 1st level mage memorizes 3 spells...1 from 1st level, plus 1 apprentice and 1 journeyman. 5st level mage memorizes 7 spells. Non memorized spells cost double to cast. Armor and Shields 1) Armor --- Armor makes you easier to hit (common sense), but reduces the damage you take (again, common sense). 2) Shields --- Using a shield almost guarantee you getting hit. Using a shield, you are actively saying "I will let this attack hit my shield" meaning, you are going to get hit. However, it adds to your damage reduction, and the attacks must penetrate the shield in order to do any damage to you. With penetrating damage, its possible that your shield could get obliterated and destroyed, and any blowthru damage could get you. And last.. Also, a d10,000 critical hit/fumble table. Sure, double damage is nice, but how cool would it be to slice a tendon, sever an ear, chop off a toe, or even instantly kill! [/QUOTE]
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