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you are quoting a heck of a lot there.
[QUOTE]blah blah blah[/QUOTE] to reply to DestroyYouAlot.
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[QUOTE="DestroyYouAlot:695547"]Do it! Here's what you're missing: HackMaster is basically a mix of 1st and 2nd edition AD&D, except for... Character creation is a bit more detailed. You roll abilities like normal, but there's a point-build system laid on top of that, so you can buy abilities, skills, talents, etc. There's also detailed background tables, optional tables for school / training, and - the real fun part - quirks & flaws (these earn you Build Points, but can be a pain in the ass). The combat system is totally overhauled. Everybody (PCs, NPCs, monsters) (with a few exceptions) gets a 20hp "kicker" on top of their hit dice. This makes low-level characters and monsters a little less fragile, and it's unlikely you'll kill anyone with one blow from a sword at first level. However, there are several mitigating factors that make HackMaster combat a lot deadlier: First, dice "penetrate." Whenever you roll the maximum on a damage die, you roll the die again, adding the result -1. This can stack up pretty quick, in play. Second, a natural 20 is always a critical hit; likewise a 1 is always a fumble. But it's not as simple as all that - witness the d10,000 critical hit table! Crits get nastier based on the target's AC, your to-hit bonus and level, and a random roll - effects go from "add d2 damage" to "severed" and everything in between. Weapon drops, movement penalties, unconsciousness, all kinds of nasty stuff. It gets pretty brutal when a skilled fighter takes on a lightly armored target. Characters (and monsters) can't just keep on whacking away when they've been fighting for an hour and they're down to 1 hp. Dealing damage equal to half a target's hp in a single round forces them to make a threshold of pain save; failure can result in incapacitation, shock, or unconsciousness. Fighting for multiple rounds in a row eventually forces you to make fatigue saves; failing these reduces your strength and dexterity over time, often forcing both parties in a long-running battle to withdraw and rest. Armor (and shields) have hp, too - whacking somebody through their armor does 1 hp to the armor, and the rest to the body underneath, but the protection offered is lessened with successive hits. Hitting someone with a shield by a narrow margin means a shield hit; all damage is directed to the shield, and any overflow goes to the body. The skill system is percentile-based, modified by a relevant ability score, and skills go up when you train in them, not based on your level. (You can earn new skills, and improve the ones you have, when you pay to train on gaining a level, or you can just pay for school whenever.) Skills are a big part of the game, especially combat procedures. (Such as "groin punch" or "cricket in the peapod.") Lastly, honor is a big factor. Playing your alignment is a big component of honor, but so is bragging at the pub, pulling off risky stunts, and just general badassery. Being in great honor nets you (among other things) a +1 bonus to every roll, and a once-a-game reroll; being in dishonor gets you -1 to your rolls, and a lot more random encounters. Great honor is better, overall.[/QUOTE]
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