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quote:Somewhere in the Kingdoms of Kalamar, the village of Dettethorpe is in trouble. Kobolds have taken up residence in their copper mine, and without its income, they'll starve for lack of trade. This is a thread for a game of HackMaster 4th Edition, that I am planning to run every Tue, 8:00 PM EST, over roll20 VOIP * First session will be on Tue, Feb 2 2016, 8:00 PM * HackMaster 4th has a lot of rules. A lot. I would like for us to go through character creation together, so that we can meet eye-to-eye on the level of detail and crunch that we're all going to go with. * If you don't have the books but are interested, don't fret. Character creation isn't super-involved and is randomized in several parts, so it shouldn't be a significant issue. * HackMaster is very heavily based on Advanced Dungeons & Dragons, so accordingly the tone and theme of this game is going to be about going on quests to kill monsters and gaining better and better loot. It may be somewhat episodic and more open-world/sandboxy rather than having an overarching plot. * HackMaster has an undercurrent of promoting an adversarial playstyle. I'd like to think I'm not that kind of GM, so let's work together. For anyone already familiar with the system, rules changes I'm considering (but open to discussion) are: - stats to be rolled with 4d6-drop-lowest, arrange as desired. - I'd discourage the more off-the-wall races: Gnome Titans, Pixie Fairies, Half Ogres, and all the specialist elves - no quirks or flaws, unless everyone else wants to have them. You can still be a quirky character, but that's something you decide you want to do as-is - no tracking of fatigue, nor fame, nor strict observation of alignment. You can still make a name for yourself, but I'm not going to make you write down "Lawful Good" on your character sheet - Honor can be tracked, but in a more generic, high-level manner - critical hits can be simplified, but I'm very open to using the tabled system as-written if you're all willing to work with me - skill checks to be simplified to roll 1d20 under the appropriate stat. We'll still have weapon proficiencies. - I'd like to try being a bit more fast-and-loose with combat mapping, maybe a "side-scroller" view of a battle where we only track linear distance between opponents - all subject to change to what the group prefers If you're interested, or have any questions, please post! If you have a general idea for what kind of character you want to play, please post! (but again, save the stats and chargen specifics for session 1)
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# ? Jan 29, 2016 14:36 |
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# ? Apr 26, 2024 19:06 |
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To practice what I preach, I'll be putting up some basic pregen characters for your perusal and use: Brennan Hydrasteel, level 1 Human Fighter pre:Strength - 15 / 44 (+1 to-hit and +2 damage with melee attacks) Dexterity - 13 / 61 (-1 bonus to AC and initiative, +1 bonus to-hit with missile attacks) Constitution - 14 / 30 (+2 HP per hit dice) Intelligence - 11 / 26 (nothing of particular relevance to a Fighter) Wisdom - 12 / 17 (nothing of particular relevance to a Fighter) Charisma - 13 / 28 (5 maximum henchmen, +1 reaction bonus, +1 Comeliness modifier) Comeliness - 9 / 9 (probably will not be used, included for completeness) Race: Human Class: Fighter Can use any armor, any shield, any weapon Max HP: 20+(1d10+2) AC: 5 (Padded leather armor - 1 from Dexterity - 2 from small shield) Longsword: 1d20+2 to hit, 1d8+4 damage, speed factor 0, 3/2 attacks per round Base movement speed: 12 (in combat, 120 feet per round) Saving throw versus paralyzation, poison, death magic: 15 Saving throw versus rod, staff or wand: 17 Saving throw versus petrification and polymorph: 16 Saving throw versus breath weapon: 19 Saving throw versus spells: 18 Weapon proficiency slot 1: Proficiency in Longsword Weapon proficiency slot 2: Specialization in Longsword (+1 to-hit and +2 damage, more attacks per round) Weapon proficiency slot 3: Proficiency in Short Bow Weapon proficiency slot 4: Specialization in Short Bow (+2 to-hit at point-blank range, more attacks per round) Starting money: roll 1d100: rolled 34: 45+1d6 gp: rolled 3 Final starting money: 48 gp Bought a longsword, 15 gp: 33 gp remaining Bought padded leather armor, 4 gp: 29 gp remaining Bought a small shield, 20 gp: 9 gp remaining (cannot yet afford Short Bow at 30 gp, something to buy ASAP) Attack matrix: To hit AC 10, roll a modified 8 or higher To hit AC 9, roll a modified 9 or higher To hit AC 8, roll a modified 10 or higher To hit AC 7, roll a modified 11 or higher To hit AC 6, roll a modified 12 or higher To hit AC 5, roll a modified 13 or higher To hit AC 4, roll a modified 14 or higher To hit AC 3, roll a modified 15 or higher To hit AC 2, roll a modified 16 or higher To hit AC 1, roll a modified 17 or higher To hit AC 0, roll a modified 18 or higher pre:Strength - 14 / 71 (+1 to-hit and +2 damage with melee attacks) Dexterity - 14 / 73 (-1 bonus to AC, -2 bonus to initiative, +2 bonus to-hit with missile attacks) Constitution - 14 / 33 (+2 HP per hit dice) Intelligence - 11 / 33 (nothing of particular relevance to a Thief) Wisdom - 14 / 59 (nothing of particular relevance to a Thief) Charisma - 12 / 21 (5 maximum henchmen) Comeliness - 9 / 3 (probably will not be used, included for completeness) Race: Human Class: Thief Can use any armor up to studded leather or elven chain mail Cannot use shields Can use clubs, daggers, darts, slings, short swords, broadswords, and longswords Max HP: 20+(1d6+2) AC: 7 (Leather armor - 1 from Dexterity) Dagger, main-hand: 1d20+1 to hit, 1d6+1 damage, speed factor -3, 1 attack per round Dagger, off-hand: 1d20-1 to hit, 1d6+1 damage, speed factor -3, 1 attack per round Sling, ranged attack: 1d20+2 to hit, 1d6 damage, speed factor 0, 1 attack per round Base movement speed: 12 (in combat, 120 feet per round) Backstab: +4 to hit if attacking an enemy from behind or an unaware enemy. Add one extra weapon damage dice to the first successful hit. Saving throw versus paralyzation, poison, death magic: 14 Saving throw versus rod, staff or wand: 15 Saving throw versus petrification and polymorph: 13 Saving throw versus breath weapon: 17 Saving throw versus spells: 16 Thief abilities: Pick pockets: 15% chance Open locks: 10% chance Find traps: 5% chance Remove traps: 5% chance Move silently: 10% chance Hide in shadows: 5% chance Detect noise: 15% chance Climb walls: 60% chance Read languages: 0% chance 65 percentage points allowed to be distributed, no more than 30% to be added to any single ability Weapon proficiency slot 1: Proficiency in daggers Weapon proficiency slot 2: Proficiency in slings Starting money: roll 1d100: rolled 33: 45+1d6 gp: rolled 5 Final starting money: 50 gp Bought two daggers, 2 gp each: 46 gp remaining Bought sling and bullets, 1 gp: 45 gp remaining Bought leather armor, 5 gp: 40 gp remaining Attack matrix: To hit AC 10, roll a modified 10 or higher To hit AC 9, roll a modified 11 or higher To hit AC 8, roll a modified 12 or higher To hit AC 7, roll a modified 13 or higher To hit AC 6, roll a modified 14 or higher To hit AC 5, roll a modified 15 or higher To hit AC 4, roll a modified 16 or higher To hit AC 3, roll a modified 17 or higher To hit AC 2, roll a modified 18 or higher To hit AC 1, roll a modified 19 or higher To hit AC 0, roll a modified 20 or higher gradenko_2000 fucked around with this message at 13:24 on Jan 30, 2016 |
# ? Jan 30, 2016 04:53 |
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I'm interested in playing this game. I don't think you wan the character yet so I'll wait till the chargen session, but I would be interested in trying Hackmaster out and I'm open at that time.
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# ? Jan 31, 2016 03:53 |
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Closing this from lack of interest.
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# ? Feb 2, 2016 01:02 |