There are times when I seem to yearn for the heavy encumbrance of a detailed rule system, times when I tire of improvisation and welcome “looking it up” rather than “making it up”. This isn’t often, but there are times…
During those brief times I have been turning to Kenzer &
Co.’s Hackmaster 5th ed. Hackmaster 5 seems to me to be the rules-heavy
logical successor to the family of games began with the white box. This is
going to be a bit like a medieval line of succession discussion, so having said
that I will go on and step into it fully.
3rd ed. wavered from and 4th edition broke the
succession line for me. 5th ed. is much better and I give Mr. Mearls
credit for pulling the game many of us loved for so long out of the flames,
brushing it off, cleaning it up and giving it back to us, well, selling it back
to us as 5th ed. There’s some 4th ed. DNA in 5th
however, so although it feels like old D&D, it’s also a bit like 4th. Hackmaster 5th is the direct descendant of Hackmaster 4th which is pretty much early AD&D 2nd
with a lot of humor thrown in.
I really try to avoid negativity on my blog and before I
offend anyone, I want to say unlike a lot of older gamers I played 4th
for a number of years, don’t hate it and think it’s a pretty good game. It’s just a different game than the one I
grew up loving. The change really started with WotC’s later 2nd ed.
and especially 3rd ed. skills, feats, and so on. As these changes
occurred some of us like me played the new editions, but continued to be in
love with the old game and playing it when we got the chance.
Well, that’s my wacky excuse for being the way I am, but
it’s time to move on.
So what’s so appealing to me about Hackmaster 5th?
The book(s) is gorgeous…which doesn’t hurt. Some of the humor of Hackmaster 4th
is still present and, yes, I kinda enjoy a little humor in my fantasy roleplay.
The rules are the real gem, of course, but in Hackmaster 5th the gem
has so many facets it’s hard to know where to begin. Hackmaster 5th
is really three books, a player’s handbook, a bestiary, and the recently
published GM guide. Most of the rules are in the PHB, so that’s what I will
focus on here. There is a free download for those interested.
The PHB is 400+ pages and starts predictably enough with
character generation. The familiar 3d6
roll for attributes is there plus some points buy elements for classes,
proficiencies, talents and skills. There
are eleven races from which to choose, ten classes and fourteen clerics, one
each for all the alignment combinations. Honor and fame are tracked as well as
experience. Quirks and flaws add character and role-playing opportunities.
Magic uses spell points and components. Combat is involved and crunchy using a
second-by-second count system so that every character is making decisions every
second. Weapon speed, casting time, combat maneuvers and constant movement
combine to give combat a very realistic feel. Wounds are tracked individually
and may disable or incapacitate without reaching zero hit points. Armor makes
one easier to hit, but reduces damage and shields are given their realistic roll
as frequent life-savers.
Realism is the overall theme here and it comes through at
all levels of the game. One of the things that really appeals to me and sets
Hackmaster apart from the later editions of D&D/Pathfinder is the emphasis
on starting characters being not much above average folks. It’s the old story of “zero to hero” that
white box gamers are familiar with. I can play the “hero to superhero” games
and have fun doing so. I have found that
I do not like refereeing those games. PCs level rather slowly and require time
and money spent training in order to level-up.
Having played it twice I find Hackmaster despite all the rules heaviness is a surprisingly
simple game. Part of this comes from the
fact that it seems inherently logical and is generally consistent. It all makes
sense to me. There is a lot to this system and it has rules to cover just about
everything, but it seems to flow and rarely bogs down. Part of it is my own
style, but I don’t find a need to thumb through the rules during play like
frequently happens with other large rulebooks (looking at you Pathfinder). The
combat system requires a good way to keep count of seconds and the referee
needs to be organized regarding monsters. Otherwise the system seems to do most
of the heavy lifting and play seems rather easy at the table. The system does
move slower than white box and combat takes longer. The trade-off is that
crunch detail we can think of as “realism”.
The Hacklopedia of Beasts or bestiary actually preceded the
PHB and is also a gorgeous book, inside and out. The monsters are illustrated
and described in a manner suggestive of a scientific field guide; lots of
flavor here for enjoyment! The referee/GM will want to keep the combat stats
(rose) handy for use at the table. The Game Master’s Guide is a little more
plain in looks, but of the same high quality as the other game books. It
contains lots of tables including the critical hit and fumble tables referred
to, but not included in the PHB. The GM advice in this guide is direct, meaty
and way above the advice usually found in such tomes making this the best GM’s
guide since Mr. Gygax’s AD&D 1st edition in my estimation.
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