Monday, June 27, 2011

Hackmaster Basic

I've been re-reading "Hackmaster Basic" which I got last year.  It isn't all too different from D&D in the big picture.   Hit points are a little different, CON plus either 5 or 10 bonus points plus a die from class.  But, you don't get a new hit die every level, just every second level.

The basic rules allow Fighters, Magic-users, Thieves, and Clerics (with alignment variation) and Humans, Elves, Dwarves and Halflings. 

Spells are similar to D&D but there's a different list of spells each level (so you get 2nd level spells when you get to 2nd experience level).   Magic-users use spell points, but clerics do a straight spell-choice each day.

The main things that are different are in combat:
1) Initiative:  this is the biggest difference, instead of turns or rounds, each action has a time value.  You start the combat at second 1 and count up.  So its much more of a "real-time" emulator.
2) Defense:  the defender rolls a defense roll against attacks instead of having a fixed AC number.  Armor absorbs damage, but makes you easier to hit.  Shields get really complicated to use, but are pretty useful.

Additionally, the game, even in this basic version, has an elaborate Skill System.   I'm sort of put off by complicated skill systems in theory.   It seems to me that a lot of skills you take never get used, and they substitute rolls for coming up with cool plans.

I don't know whether it would be worth it to play this game rather than a D&D version.  They Hackmaster Advanced Monster Book (rumored to be enormous) is supposed to be coming out this summer.  Maybe I'll have a look.

1 comment:

  1. I've always found the Hackmaster monster books to be fantastic for all the little tidbits of information that it included. If I had a complete set, I'd probably include more of the bits from that in sessions I ran.

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