Home Post new thread What's new Latest activity Authors. Wiki Pages Latest activity. Resources Latest reviews Search resources. EN Publishing.
|Published (Last):||25 October 2012|
|PDF File Size:||13.27 Mb|
|ePub File Size:||1.25 Mb|
|Price:||Free* [*Free Regsitration Required]|
Home Post new thread What's new Latest activity Authors. Wiki Pages Latest activity. Resources Latest reviews Search resources. EN Publishing. Log in Register. Search titles only. Search Advanced search…. Post new thread. Create wiki page. Community supporters.
This book gives players all they need to know to delve into the wonderful violent world of HackMaster, the role-playing game originally released by Hard 8 Enterprises. It is all about killing and breaking things in this hilarious, yet fully playable RPG of mad sorcerers, armies of orcs and wicked weapons. Get back to your role-playing roots with the game that started it all: HackMaster. Gonna keep it short. It is in essence 1st Ed. It is also rather curious. It wants to be both a parody and a playable game.
The name, Hackmaster comes from the comic Knights of the Dinner Table- and the game is suppose to be that same game. Charts, Equipment tables, To hit charts, etc. So what has changed? Well to begin with, many of the class descriptions have been modified, and are somewhat sillier then the original rules. A Flaw system, honor system, alignment shift system, and a "hit point system" for armor have all been added. Some of the older charts have been modified Stats between 11 and 14 are no longer "worthless".
Also, the game "kind of" adopts the same GM v. Players attitude found in Paranoia, but never seems to really fully embrace it. In some places the the GM is encouraged to screw the players, and in other places he is encouraged to be fair. Do these rules work? Well, I suppose it might be part of the "joke", but many of the new rules seem to be designed to be intenionally difficult to follow.
Maybe I am on the low end of the learning curve, but I am still not sure I understand just exactly how some work. Looking at the offical Kenzer boards, and the errata list, I guess I shouldn't be surprised.
Is it worth buying? Also be advised that it will be expensive- Not only do you need to buy the PH and GMG buut you will also need multiple Monster Mannuals- perhaps a part of the joke again, remember the 2nd ed. Monster Mannual? But for the price, it's not a very funny one.. It's hard for me to respect a review of a game as complex as HackMaster from someone who obviously has not even played the game.
HackMaster is certainly not as modular and easy to learn as 3E, but it is a great game in its own right that while not for everyone, deserves a look from anyone who has ever felt the thrill of rolling up that first character, only to have him killed by a kobold ten minutes later Roberts- You are incorrect.
I have played this game. I found it rule heavy and bothersome for the most part. The new rules didn't really add alot. Infact constantly having to clarify what the mean to players was tiresome. Expecially when the rules are intentionally I assume, since part of the game seems designed to encouarge Rule Lawyering vague. I will admit, when the writeing was funny, it was laugh out loud funny.
Gonna keep it short, since as a Hackmaster GM since the game came out I could tell anyone more about this book then they would want to know. Sections such as getting your party charter in order, economics, and other matters make it clear that Hackmaster is supposed to be a gameworld in its own right.
The base world is Garweeze Wurld, which the Knights play in, but you can make your own world. Equipment has availability codes, so you can't just find that elven chain your battlemage so desires. Humans are overall the most superior race, but other races such as pixie-fairies, gnomelings, gnome titans, and grunge elves can be very effective characters. The major rules mechanics added were: the addition of quirks and flaws, which are mental, social, and physical problems that can hinder the characters and also lead to interesting stories like a PC in my game who has all the flaws, including a delusion that the character is an animal, that indicate he must be a brass dragon.
Building points allow you to buy talents and skills. Unlike the d20 system, which makes prestige classes more important than regular classes, the prestige classes in Hackmaster, the Hackmaster classes or Hackclasses, are near-impossible to attain. Furthermore experience points needed to obtain a level are based on class; if you like each class to have its own powers, you'll like this part of Hackmaster.
A major addition is honor, and Jolly Blackburn and David Kenzer have a great story about what Dave's Knight Errant did to maintain his honor. Honor is a motivational tool to keep the PCs acting appropriate to their class and alignment, to kick some tail and take names, and to not let NPCs push them around.
Hackmaster players quickly learn the importance of Honor. Hackmaster embraces the idea that the world is harsh and the GM should be so, but that the most important rule about the conflict between the players and the GM is that it should not be personal. Despite the claims of others that Hackmaster is a game with a great deal of errata, I find this not to be the case. Hackmaster is a game with a lot of details, and the Hackmaster player's handbook, as well as numerous other Hackmaster books, really don't have that many errors.
However, since the spirit of the game is "Darwinism on overdrive," both players and GMs are out to make sure any rules loopholes are interpreted in their favor or at least in some sensible manner. Furthermore, the jokes are funny. If you like those in-jokes, you'll find the parody element of Hackmaster funny.
See Hackmaster is a playable game and a joke. As for cost, the Hackmaster PHB costs the same as most other main gaming system books. You really don't need to buy everything to play, as most of the Hackmaster monsters can be easily added to the system and are being converted to d20 and the older DMGs will work well for many aspects the Hackmaster GMG. About my only complaint is that the book is not in hardcover; my softcover Hackmaster books fall apart too rapidly but it might be that they are heavily used.
I rate this product five out of five and urge you to take a look at it instead of just dismissing the game as a joke. You might find some good material for your 3e game in it. Celestian First Post. Do not let the name fool you. Hackmaster is a real game for gamers of old. Barbarians, assassin and Cavaliers are back and a Ranger that doesn't suck. There are a many and varied amounts of quirks and flaws which can be hand picked or by the dice giving you a variety of characters to role play.
You can skip this entirely if you like but adding a 1 or 2 will give you some good hooks for role playing your character. The skill system is much improved over the old non-weapon prof system allowing you to train skills as you gain gold to spend on schooling. Talents in the system are also new. They allow a character at creation to tweak his racial abilities to give him a unique place in the world. Talents like less sleep, photographic memory, acrobatic, tough hide and spear bonus are just some examples.
A new honor system that keeps track of how other people see your character. Are you considered a lowly deck swab or are you cheered when you walk down the cobbled streets of Farzey? If you keep your honor high you get bonuses to dice rolls and encounters, if its to low, well The book itself is pages long of pretty tightly compressed text. No overly large fonts or wide margins.
The Kenzer company have produced a high quality game under a name that some tag as "silly". Don't let them fool you, the system is well written and will give you many enjoying adventures. The font is a bit small, but the small font certainly let them pack in lots of material into those pages. On the other hand, it also made me buy my first pair of reading glasses. What I've found is that HackMaster is indeed the game that best recreates the feeling of wonder and excitement that gaming was about back then, and the Player's Handbook is one of the critical elements that lets you do this.
I really can't say, since I'll never know what it's like to do that. For example, characters with a few exceptions get an additional 20 hit points at first level.
[RPG]: HackMaster Player's Handbook 2012 PDF Version, reviewed by baakyocalder (4/5)
Follow Kenzerco. Follow Jollybgood. The print edition is a full color, leathered hardcover book pages in length. Choose your appropriate shipping option from the drop-down selector below.
HackMaster Player Handbook
Whether that means overcoming foes with superior tactics, answering a tough riddle or discovering the secret room concealing fabulous treasure, all involve overcoming a difficulty with your friends. Nowadays, a fantasy RPG devotee has many choices in which to indulge problem solving with his fellow enthusiasts. The trend over the last decade or so has been leaning toward the heroic game. Heroes are very good at resolving a crisis, whether through force of arms, might of magic or otherwise. Here is where the HackMaster game sets itself apart from other fantasy roleplaying games.
HackMaster Player's Handbook