Version 0.6c

Hackmaster

Introduction

Hackmaster is a game system - a set of rules for a Role Playing Game (RPG). The introduction describes more about what exactly is included, what's omitted, and where this all came from.

Character Building

This is probably the largest single area of concern for Hackmaster players. Hackmaster uses a classless, levelled, point-built, skill-based system (if this doesn't mean anything to you, don't worry about it.) Character creation and advancement is described fully in the Character Building section.

Skills

Hackmaster's skill system can be described quickly as ``roll d20, add modifiers, meet or exceed target number''. Skills are bought and improved by characters using character points; they are not connected to level. This includes combat skills and thief skills. Additionally, there are several magical skills, although spells are treated as abilities, not skills. NOTE: I'm still debating this one. If you think that spells should be considered skills instead, or something else entirely, talk to me.

Abilities

Characters in a Hackmaster campaign often possess special -- and not so special -- abilities. Ranging in scope from artistic ability to Elemental Bolt. Abilities generally do not require any sort of roll to use or activate, although sometimes abilities will require a successful skill use in order to be useful.

Combat

Combat in Hackmaster will attempt to provide you with reasons to continue to buy dice other than d20s. Combat uses a mixture of skill vs. skill and skill vs. target, all d20 based. Damage (and hit points) are based on various different types of dice. Combat time is based on a set house rules developed for a 2D&D campaign named Delic.

Magic

In Hackmaster, magic is available to every character. Spell-like abilities and spellcasting are both now character abilities that can be `purchased', along with some other magical abilities. From a mechanics viewpoint, Hackmaster makes no distinctions between `arcane' magic and `divine' magic, although there may be roleplaying differences in a given setting, of course. The magic system is still in flux; your feedback is strongly desired here.

Psionics

Hackmaster currently does not have any special rules for Psionics. Such rules may be added in the future; until then, you should treat psionics either as abilities (ala Spell-like Power), or as skills.


chad