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Wizards of the Coast/Kenzer & Company License Agreements Expiring
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<blockquote data-quote="viscounteric" data-source="post: 3643431" data-attributes="member: 9706"><p>I would say yes and no. In Hackmaster the rounds are six seconds longs, so each segment is 6/10ths of a second long. However, in many cases once you complete your action either on 1 or on 9, you wait until the next initiative to take the next action. With A&E once intial initiative is rolled, the counts keep going up until the fight is over. You go on a 6 and fire. If you wish to fire at the same target again, you add 5 to your count will go on 11. Want to shoot the guy hiding by the horses behind you to your left instead.? 4 counts to turn, 4 counts to aim, 3 counts to fire (so a 16). That's with a pistol. Rifles and Shotguns are slower (but usually do more damage). In A&E a quick gunslinger can draw, fire twice, and dive over a water trough with time to pull out his harmonica and start playing a tune within a HM combat round.</p><p></p><p>The only time the contiuous count from A&E makes an appearance in HM is when a PC with a high weapon speed or low Dex rolls poorly on initiative and his 14 places his attack on segment 4 of the next rounnd.</p><p></p><p>Now the 'counts' charts are split between firing actions and moving actions, so I've already typed up the "counts" charts for firing and movement into a combine sheet for my players. We'll have a shootout next weekend and (after a quick trip to the Historicon Dealer's Room for minis) another one the following weekend. For the time being it will be early warm-up session before we start play Hackmaster and it will be great to play for those sessions we're short too many players.</p></blockquote><p></p>
[QUOTE="viscounteric, post: 3643431, member: 9706"] I would say yes and no. In Hackmaster the rounds are six seconds longs, so each segment is 6/10ths of a second long. However, in many cases once you complete your action either on 1 or on 9, you wait until the next initiative to take the next action. With A&E once intial initiative is rolled, the counts keep going up until the fight is over. You go on a 6 and fire. If you wish to fire at the same target again, you add 5 to your count will go on 11. Want to shoot the guy hiding by the horses behind you to your left instead.? 4 counts to turn, 4 counts to aim, 3 counts to fire (so a 16). That's with a pistol. Rifles and Shotguns are slower (but usually do more damage). In A&E a quick gunslinger can draw, fire twice, and dive over a water trough with time to pull out his harmonica and start playing a tune within a HM combat round. The only time the contiuous count from A&E makes an appearance in HM is when a PC with a high weapon speed or low Dex rolls poorly on initiative and his 14 places his attack on segment 4 of the next rounnd. Now the 'counts' charts are split between firing actions and moving actions, so I've already typed up the "counts" charts for firing and movement into a combine sheet for my players. We'll have a shootout next weekend and (after a quick trip to the Historicon Dealer's Room for minis) another one the following weekend. For the time being it will be early warm-up session before we start play Hackmaster and it will be great to play for those sessions we're short too many players. [/QUOTE]
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