Combat

Hackmaster combat tries to be flexible and exciting while remaining true to the spirit of `as few mechanics as possible'. The basis of combat is still the normal `roll d20 with modifiers versus target number', but there are some additional mechanics. In particular, Hackmaster combat should provide you with adequate reason to continue buying many-sided dice other than d20s.

Initiative

Figuring out when things happen is very important to resolving most conflicts. Hackmaster uses a system similar to a house rule developed for a 2D&D campaign named Delic. Time is divided into segments of approximately 3 seconds each. First, initiative ratings are determined. The character with the highest initiative rating goes first, and time starts counting from this point. Each other character subtracts their rating from this highest rating and uses the result as an offset for the beginning of their action. Segments are counted up continuously until the end of the combat. After completing an action, the character must go through a period of preparation before acting again. Additionally, characters may choose to delay entering preparation if they so desire.

Preparation times vary depending on the many factors, including the action taken (ex: swinging a shortsword, swinging a mattock, casting a spell, opening a lock, running away) and the surrounding conditions (ex: narrow tunnel, floating in the Astral, under water). Generally, the GM will let you know of any modifiers from the folllowing table:

Action   Recovery Time
Wielding a weapon   equal to base damage
Casting a spell   d6+2
Using a non-weapon skill   d6+1
Talking   0
Starting/Stopping moving at normal pace   1
Starting/Stopping running   d6+1
Continuing movement   0

Making an Attack

Characters in Hackmaster have skills with weapons -- at least, they do if they want to be effective! Weapon skills are the same as any other skill, and follow the same rules, and cover all general uses of the weapon (melee and missle, N-handed, tandem, with shield, etc.). Experienced characters may attempt `follow-on attacks'. There are two types of follow-on attacks: `second chance attacks' or `flurry of blows' attacks.

Second Chance Attacks

Second chance attacks are possible in the event that the attack does no damage (for example, due to an attack being a miss or being entirely absorbed). To attempt a second- chance attack, the character should subtract 5 from the rank of the relevant skill. If the result is >0, then the attacker may make a `second chance' attack at the reduced rank. Repeat as desired.

Flurry of Blows

An experienced character may attempt a `Flurry of Blows'. If the character can subtract 5 from the rank of the relevant skill and still have a rank >0, then the character may elect to end the current actions and take the remaining rank as a reduction to preparation for the next round. This effect can not be used to recude preparation time below 1.

Defense

Characters that want to avoid being hurt want to avoid being hit. For most characters, this means wearing armor of some type. In Hackmaster, armor has a few different effects, indicated by one of three different ratings.

The deflect rating of a piece of armor measures the relative likelyhood that an attack will be a `glancing blow' that doesn't do any appreciable damage. The deflect rating is used as a modifier to the attacker's attempt to hit the armored character.

The absorb rating is a measure of how effective the armor is at `soaking up' damage from successful hits. This may vary on the type of the weapon as well as the type of armor. As a special case, most armor types will have an effective absorb rating of 1 for bludgeoning attacks. This is meant to reflect the fact that, although metal plate armor can effectively stop a short sword sword swing, it isn't so effective at neutralizing a large club.

Finally, armor in Hackmaster has a dodge rating, which describes the highest dodge skill (base ranking) that can be used while the armor is being worn. For example, leather armor allows a reasonably high degree of movement, while field plate is heavy, hot, and cumbersome.

Weapons and Armor Statisticss

Weapons are organized by large, general groups. These are:

Weapon Name Base Damage
knives d4
swords d8
Hammers, Axes, and Clubs (HAC) d6
Polearms d6
Bows d6

There are a number of different types of armor available. The following is included as a general guideline.

Armor Type Deflect Rating Absorbtion Rating Dodge Rating
None none none 0
Padded 0 1 0
Bracers 3 0 0
Leather 3 1 -2
Chain 5 2 -4
Plate 8 2 -7
Buckler 2 1 -1
Medium Shield 3 1 -2
Large Shield33-4


chad