Hackmaster 5e is the latest RPG collection to hit Bundle of Holding. Unlike the concurrent OpenQuest 2 and Classic Paranoia Bundles, where I already own virtually everything, this is a collection that I own very little of.
Actually, all I own is the Hackmaster 5e Basic Rules in print.
So very tempting. $12.95 for the Player's Collection and currently about $28.50 for the Player's plus GM's Collection.
Can anyone sell me on the system? Should I jump in?
The Hacklopedia of Beasts alone is worth the Players Plus GM price. I have all three books and have recently started my first campaign. I had a player remark that it felt like he was playing First and Second edition DND again, but with rules that actually make sense. With dice-penetration rules and every stat being necessary for all character types (there are no dump stats), and the skill percentage system, every character you make will be different.
The king of Ad&d clones. With rules that make sense. The combat rules have more grit then Warhammer fantasy and your players will go into every fight wondering if they will make it out alive. This alone makes every game suspenseful. I have a group that never played the D&D B and X modules and I'm converting them to Hackmaster.
Yeah the Hacklopedia of Beasts is the finest bestiary ever produced. To me, HackMaster is where AD&D should have gone if it didn't go the 3E/4E route. The system is very modular and logical so it's very easy to get into using the 'basic' rules and then slowly add more to your game as needed. I'm also a big fan of the combat system.
Totally getting in on this. I've been interested in HM for years but the monetary investment of the Hacklopedias kept me at bay. Not so here. Thanks to the above commenters for answering Erik's request for opinions. You've sold me!
Sell you on it? Basically, HackMaster ruined almost all other RPGs for me. I feel it's that good. Is it perfect? No, but getting rid of combat rounds and having second-by-second combat is one of the greatest thing to happen for RPGs. Just my own opinion.
While I get its roots in AD&D 2e, it seems to dwell on the worst parts. I'm no fan of the initiative system where which is reminiscent of Feng Shui. Some neat ideas, but just wasn't for me.
I still think it's a shame they did not get 5e out the door before D&D Next--i think there was a real window of opportunity where they could have taken their popularity to the next level.
My biggest issue with HackMaster is how slowly new products come out. I'm hoping they come out with their own GM's guild to make it easier for 3PP to support it.
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The Hacklopedia of Beasts alone is worth the Players Plus GM price. I have all three books and have recently started my first campaign. I had a player remark that it felt like he was playing First and Second edition DND again, but with rules that actually make sense. With dice-penetration rules and every stat being necessary for all character types (there are no dump stats), and the skill percentage system, every character you make will be different.
ReplyDeleteHM 5e to me is like playing AD&D 1st Ed on steroids, but with a lot more mechanical cohesion across the whole thing.
ReplyDeleteThe king of Ad&d clones. With rules that make sense. The combat rules have more grit then Warhammer fantasy and your players will go into every fight wondering if they will make it out alive. This alone makes every game suspenseful. I have a group that never played the D&D B and X modules and I'm converting them to Hackmaster.
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteYeah the Hacklopedia of Beasts is the finest bestiary ever produced. To me, HackMaster is where AD&D should have gone if it didn't go the 3E/4E route. The system is very modular and logical so it's very easy to get into using the 'basic' rules and then slowly add more to your game as needed. I'm also a big fan of the combat system.
ReplyDeleteTotally getting in on this. I've been interested in HM for years but the monetary investment of the Hacklopedias kept me at bay. Not so here. Thanks to the above commenters for answering Erik's request for opinions. You've sold me!
ReplyDeleteSell you on it? Basically, HackMaster ruined almost all other RPGs for me. I feel it's that good. Is it perfect? No, but getting rid of combat rounds and having second-by-second combat is one of the greatest thing to happen for RPGs.
ReplyDeleteJust my own opinion.
While I get its roots in AD&D 2e, it seems to dwell on the worst parts. I'm no fan of the initiative system where which is reminiscent of Feng Shui. Some neat ideas, but just wasn't for me.
ReplyDeleteI'm curious about what you think the worst parts of AD&D are....
DeleteI still think it's a shame they did not get 5e out the door before D&D Next--i think there was a real window of opportunity where they could have taken their popularity to the next level.
ReplyDeleteMy biggest issue with HackMaster is how slowly new products come out. I'm hoping they come out with their own GM's guild to make it easier for 3PP to support it.
Delete