Which Hackmaster Stuff to Use

Reynard

aka Ian Eller
Supporter
For those that still enjoy 1E/2E and have some experience with HM, what elements of HM -- classes, subsystems, spells, etc.. -- work with 1E/2E without too much fenagaling. Frankly, I like a lot of HM, but some of it is just too much -- d10000 crit charts, etc...

Thanks.
 

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Reynard said:
For those that still enjoy 1E/2E and have some experience with HM, what elements of HM -- classes, subsystems, spells, etc.. -- work with 1E/2E without too much fenagaling. Frankly, I like a lot of HM, but some of it is just too much -- d10000 crit charts, etc...

Thanks.

Pretty much everything you mention is essentially the same as 1e/2e. The stuff introduced with HM - honor, the crit charts, penetration damage, etc. - can be ignored, if you don't wanna fuss with it. You could use the classes, races, and stuff like the hit point kicker for HM "flavor."
 

Reynard said:
For those that still enjoy 1E/2E and have some experience with HM, what elements of HM -- classes, subsystems, spells, etc.. -- work with 1E/2E without too much fenagaling. Frankly, I like a lot of HM, but some of it is just too much -- d10000 crit charts, etc...

Thanks.

I used the following from the HM Players Handbook, GM's Guide, and Hacklopedia of Beasts:

1. all the new monsters
2. all the new PC races
3. all the new PC classes
4. all the new spells
5. all the new magic items

That's it. I ignored the rest. I played HM essentially as AD&D with extra monsters, races, classes, spells, and magic items.
 

Reynard said:
Frankly, I like a lot of HM, but some of it is just too much -- d10000 crit charts, etc...

You know...you should really give the critical hit charts a 2nd chance. Between penetration damage and the critical hits chart, it really adds A LOT to the combats.
 

For Spelljammer fans, I highly recommend Hackjammer. It's a great way to expand your Spelljammer campaign.

Plus lots of adventures!
 

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