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<blockquote data-quote="GeorgeFields" data-source="post: 5435161" data-attributes="member: 12618"><p>I'll second this one, but I'll elaborate a bit more on it.</p><p></p><p><a href="http://www.kenzerco.com/hackmaster/" target="_blank">HackMaster Basic</a> is an introductory to the new version of HackMaster.</p><p></p><p>It's a modern throwback to AD&D, but the character power level is about half of what AD&D had. A 6th level fighter in HM is about equivalent to a 3rd level fighter from AD&D.</p><p></p><p>Combat is very similar except that AC is gone. Attack rolls are opposed by defense rolls. Armor gives you a defense penalty but absorbs damage. Shield, OTOH, give a defense bonus AND absorb damage.</p><p>Even though hit points act as in AD&D, all wound heal separately. A 1 hp wound takes a day to heal while a 2 hp wound will become a 1 hp wound in 2 days and heal in one more. So, a character with 5 wounds of 1 hp each will have them all heal in one day as opposed to a character having a 5 hit point wound healing in 15 (5+4+3+2+1). Magical healing affects one wound, but any excess will roll over to another wound.</p><p></p><p>Skills are %-based and not tied to your character level. It is possible, however unlikely, that a character could have a score of 100% in a skill.</p><p></p><p>Most dice 'penetrate'. If you roll the maximum, you roll again at '-1' and keep doing so as long as you keep rolling maximum on the die.</p><p>My last session, I had an orc 'penetrate' on his 2d8 damage roll for a total of 38 damage. The player burned off 10 'honor points' to force a damage re-roll.</p><p></p><p>Honor is an in-game mechanic that helps the players survive, but don't let it get too low, or you'll be looked down upon and have in-game penalties if it gets extremely low.</p><p></p><p>Mages use a combination of spell points and memorization. Any mage a spell knows can be cast without being memorized, but it costs twice as many spell points. Spell points can also be used to increase the effectiveness of a spell.</p><p></p><p>It has something of a learning curve; but after a year of playing it, our group rarely has to look up a rule. In fact, I don't recall any of my players even opening their book this last session.</p><p></p><p>I was ready to stop playing RPGs altogether until I found this game. It's definitely NOT the joke game many people claim it to be.</p><p></p><p>Also, the new hacklopedia of Beasts is, IMO, the greatest monster book ever written for an RPG.</p></blockquote><p></p>
[QUOTE="GeorgeFields, post: 5435161, member: 12618"] I'll second this one, but I'll elaborate a bit more on it. [url=http://www.kenzerco.com/hackmaster/]HackMaster Basic[/url] is an introductory to the new version of HackMaster. It's a modern throwback to AD&D, but the character power level is about half of what AD&D had. A 6th level fighter in HM is about equivalent to a 3rd level fighter from AD&D. Combat is very similar except that AC is gone. Attack rolls are opposed by defense rolls. Armor gives you a defense penalty but absorbs damage. Shield, OTOH, give a defense bonus AND absorb damage. Even though hit points act as in AD&D, all wound heal separately. A 1 hp wound takes a day to heal while a 2 hp wound will become a 1 hp wound in 2 days and heal in one more. So, a character with 5 wounds of 1 hp each will have them all heal in one day as opposed to a character having a 5 hit point wound healing in 15 (5+4+3+2+1). Magical healing affects one wound, but any excess will roll over to another wound. Skills are %-based and not tied to your character level. It is possible, however unlikely, that a character could have a score of 100% in a skill. Most dice 'penetrate'. If you roll the maximum, you roll again at '-1' and keep doing so as long as you keep rolling maximum on the die. My last session, I had an orc 'penetrate' on his 2d8 damage roll for a total of 38 damage. The player burned off 10 'honor points' to force a damage re-roll. Honor is an in-game mechanic that helps the players survive, but don't let it get too low, or you'll be looked down upon and have in-game penalties if it gets extremely low. Mages use a combination of spell points and memorization. Any mage a spell knows can be cast without being memorized, but it costs twice as many spell points. Spell points can also be used to increase the effectiveness of a spell. It has something of a learning curve; but after a year of playing it, our group rarely has to look up a rule. In fact, I don't recall any of my players even opening their book this last session. I was ready to stop playing RPGs altogether until I found this game. It's definitely NOT the joke game many people claim it to be. Also, the new hacklopedia of Beasts is, IMO, the greatest monster book ever written for an RPG. [/QUOTE]
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