You
needn’t ever wait for your turn – the whole game is based on the
‘seconds’ system, much like timekeeping in the real world. If
your character wants to take an action or change his mind in the middle
of an action, by all means, do it! No sense standing around. Both
shields and armor make it easier for foes to hit your character – they
simply absorb damage and deflect blows, making your character less
likely to be injured. Just like in real life! Characters
use an active defense (and roll to defend as well as attack); a low
roll isn't the end of the world. So you rolled a six against that orc?
Don't whine about missing until the GM rolls for the orc's defense. You
still have a chance – he may roll a five. Going
first and fastest is not always best. Charging into a group of
surprised foes may be great for the first strike, but it may also be a
way to find yourself surrounded if your allies aren't as quick as you. Being
surrounded or even outnumbered is a very bad thing. Taking on
multiple foes, even if far inferior to your character, can be bad
news. A large group of orcs will be a tough fight even for
high-level characters, when in other games this would be a cakewalk.
Well, it wasn’t one in the Mines of Moria and it won’t be one in
HackMaster, either. Ranged
weapons don’t work quite as well in real-life (or for low level
characters) as they do in most recent RPGs. Frankly, I’d rather be shot
with an arrow from a longbow than hit with a broad sword if forced to
make that choice. Think about it. Every
character cannot do everything and no character is an island. HM is a
game of hard choices for each character. You need a TEAM of characters
with complementary skills and abilities. HackMaster really is a game
where you need to know the answer to the question, "Who's Watching Your
Back?" Each
character class has a specific role. Fighters fight and should be in
front. Mages should be kept out of melee at all costs. Thieves should
be on point but ready to let the fighters take the lead in combat.
Clerics are the party's all around support. Each role is important to party survival. Playing a thief (or worse, a mage) like a fighter just gets the character… and sometimes the party… killed. All
the min/maxing during character creation doesn't mean a thing if you
don't use your brain during the game. That spreadsheet that managed to
save you 4 BPs on your mage/thief’s Skilled Liar skill doesn't mean
much if you try to straight-up melee a troll. 3d6
in order does NOT mean you usually get an unplayable character –
HackMaster drags the average 3d6 character ability back to 10-11 from
15-16. Intelligence
is important in melee – it increases your chance to hit an enemy.
That’s why the stupid giant can be defeated by the clever warrior. There are no perfect characters, but there are many different ways to create a great character. You
can never tell the outcome of a battle before it starts. Just
because your fighter is at full hit points, killing that goblin with the spear is never a sure thing. Simply
because you've encountered goblins/kobolds/zombies in other games
doesn't mean they're just as easy to defeat in HackMaster. The
GM is not out to kill you – he’s out to kill you if you are foolish. A
tactical withdrawal is a perfectly acceptable option because far more
often than in other games, you’ll wind up in over your head.In the end, the best advice I can give you is that HackMaster is a game of difficult choices. You will never have enough building points to buy everything you want (or even need). There is no one ‘no-brainer’ weapon that every combatant should use, nor is there one class that bests them all. The BEST advice is to just play the game with an open mind, ready to learn. Nothing brings out the genius of HackMaster like actual play. During play you begin to see how well the system flows and works. This is a Game written by people who love to play it. David S. Kenzer HMGMA# IL10-00000-01 Buy the HackMaster Player's Handbook | Kenzerco site |