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Your most underrated system.
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<blockquote data-quote="Jahydin" data-source="post: 8806410" data-attributes="member: 6984869"><p>Hackmaster 5E. I know for many it's so crunchy they wont even attempt to play it, but it does so many things right it's hard not gush about it every chance I get.</p><p></p><p>Just look at how the attributes are used:</p><p>Strength: Damage, Encumbrance, Feats of Strength, Weapons that can be held</p><p>Intelligence: Attack Modifier, Building Points (used to buy skills, feats, or raise attributes)</p><p>Wisdom: Initiative, Defense, Mental Saving Throws, Building Points</p><p>Dexterity: Initiative, Attack Modifier, Defense Modifier, Dodge Saving Throws, Feats of Agility</p><p>Constitution: Physical Saving Throws, Hit Points, Threshold of Pain (withstand large blows knocking you out)</p><p>Looks: Charisma, Starting Honor and Fame</p><p>Charisma: Turning (Cleric), Morale, Building Points, Starting Honor, Maximum Proteges</p><p></p><p>Some other brilliant touches:</p><p>No combat rounds, everyone takes turns depending on fast their attack speed</p><p>Fighters have to level up to become a Paladin</p><p>Armor makes you <strong>easier </strong>to hit, but absorbs damage</p><p>Shields are really good at blocking hits, but powerful blows can break them and carry over to you.</p><p>The longer you go without a rest, the higher your EXP bonus will be</p><p>Attributes have a chance to improve every level</p><p>Gold always in demand thanks to being needed for better gear/repairs and leveling up</p><p>Intricate Wound system, making combat dangerous and gritty, no matter HP values</p><p>Exploding Dice! (if you roll the highest value, roll again at - 1 and add it to the total)</p><p></p><p>I could go on and on. If you enjoy clever takes on D&D rules, I think this is worth it just to read through for houserule inspiration.</p></blockquote><p></p>
[QUOTE="Jahydin, post: 8806410, member: 6984869"] Hackmaster 5E. I know for many it's so crunchy they wont even attempt to play it, but it does so many things right it's hard not gush about it every chance I get. Just look at how the attributes are used: Strength: Damage, Encumbrance, Feats of Strength, Weapons that can be held Intelligence: Attack Modifier, Building Points (used to buy skills, feats, or raise attributes) Wisdom: Initiative, Defense, Mental Saving Throws, Building Points Dexterity: Initiative, Attack Modifier, Defense Modifier, Dodge Saving Throws, Feats of Agility Constitution: Physical Saving Throws, Hit Points, Threshold of Pain (withstand large blows knocking you out) Looks: Charisma, Starting Honor and Fame Charisma: Turning (Cleric), Morale, Building Points, Starting Honor, Maximum Proteges Some other brilliant touches: No combat rounds, everyone takes turns depending on fast their attack speed Fighters have to level up to become a Paladin Armor makes you [B]easier [/B]to hit, but absorbs damage Shields are really good at blocking hits, but powerful blows can break them and carry over to you. The longer you go without a rest, the higher your EXP bonus will be Attributes have a chance to improve every level Gold always in demand thanks to being needed for better gear/repairs and leveling up Intricate Wound system, making combat dangerous and gritty, no matter HP values Exploding Dice! (if you roll the highest value, roll again at - 1 and add it to the total) I could go on and on. If you enjoy clever takes on D&D rules, I think this is worth it just to read through for houserule inspiration. [/QUOTE]
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