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Tuesday, March 3, 2015

The Many Jeweled Lands of the OSR

So, due to increased application of liberal doses of mundane life my blogging time has been shortchanged this week. Tonight I'm up late babysitting a sick kiddo while my wife tries to get some much earned sleep. My brain energy is low, so I've spent some time surfing OSR websites, treading the many jeweled lands that is the classic gaming fan world. And my estimation is that there is a veritable cornucopia of gaming wisdom, creativity and imagination out here. Consequently I have added quite a few new links to my link page in an effort to share some of the well written wonders that I have encountered. Who knows, when I have more time I may attempt a review of some sites that shine with a particularly special gleam in the eye of those struck with internet wanderlust.

Until then, check out the links and enjoy the fabled lands of the realms of the magical OSR!

Sunday, February 22, 2015

Hackmaster 4e & 5e Comparison Part 2

Hackmaster Combat: The Real Difference

Netherdeep by Erol Otus
4e Combat
4e combat is essentially a First and Second edition AD&D system. The outline or flowchart of AD&D combat can be somewhat complex "rules as written". A general outline of 4e Hackmaster combat runs something like this:
  • Encounter distance
  • Surprise resolution
  • Encounter reaction
  • 1d10 initiative
  • Combat rounds
  • Resolve actions in initiative order
  • Roll to hit plus modifiers vs AC modified by character abilities, armor type, weapon speed
  • Roll damage
  • Missile combat the same modified by range
  • Spells resolved as per spell description in initiative order
  • There are details such as armor damage and HP absorption
  • Damage rules details can make combat very dangerous
HM 5e Combat
5e combat is somewhat more simulationist and logical. The outline of combat is somewhat as follows:
  • Encounter Distance
  • Initiative roll with base initiative modifiers for first action
  • Initiative count by second
  • Surprise
  • Subsequent actions occur on a "seconds added" basis based on actions, moves, weapon speed et al
  • Combat rolls are modified by attack bonus including character attributes, and proficiency by area et al
  • Defense rolls are modified by defense bonus including character attributes, proficiencies et al
  • These rolls are compared and damage rolled
  • Damage is modified by shields and armor type etc.
  • Ranged attacks are resolved similarly, but have different modifiers based on range.
  • Threshold of pain makes combat very dangerous.

Summary

The details between the two are minimal. I mean, they're actually profound but they have minimal effect on the overall appearance of the game from a KODT perspective. In other words the flavor and depth of armor damage, repair, TOP, trauma, etc. are all flavor that each version contains in one form or another. The "real difference" of which I speak is the initiative count up and the defense roll. 
the initiative count up isn't that big of a deal, but their is a slight difference in appearance between a round based system. This doesn't come into play too often in KODT, but the defense roll makes combat seem much different. Now it may seem like we're splitting hairs here. I mean why would it matter that we just roll to attack and hit or not, versus rolling to attack and having a defender roll to defend. It makes sense after all--seems much more logical. The difference is that is not the way AD&D was done, not has it been the way KODT combat has played out in the comic. To tell the truth everything else is window dressing to this one difference. 

For instance, I planned on doing a third installment covering spell casting and dynamics. However, the similarities here outweigh the differences.  Spell points have been used in KODT for ages, and aside from some other minor variations Spellcraft in both 4e and 5e  are largely the same. This combat defense roll however will take some getting used to.

But the real question is, as mentioned a couple of posts ago: will this change the KODT ethos enough to make a difference. No. I really don't think it will matter all that much. Which of course makes me wonder about the nature of the game and its system as opposed to the culture you are playing within. After all KODT borrows liberally from a number of classic games like GURPS, Paranoia, Cattlepunk, Scream of Kachooloo, SpacHack etc. etc. Even though Hackmaster is their go to game, do differences in game change the ethos. I don't think so. 

Saturday, February 21, 2015

Hackmaster 4e & 5e Comparison Part 1

Character Creation

4E

  • Receive BPs as per character class
  • Do not have to buy class
  • Has racial level limits & restrictions
  • 7 stats; includes Comeliness
  • 3d6 for stats
  • Uses fractional ability scores
  • Can trade ability points 2 for 1
  • Can sacrifice 1 ability point for 2 building points
  • Strength: to hit & damage, weight allowance, max press, open doors, bend bars / lift gates
  • Dexterity: defense & reaction adjustments, missile attack adjustment
  • Constitution: HP adjustment, system shock, resurrection survival, poison save, immunity to disease / alcohol, regeneration / healing
  • Intelligence: # of languages, spell level, learning ability, max # of spells/level, illusion immunity, chance of spell mishap
  • Wisdom: magical defense adjustment, bonus spells, chance of spell failure, spell immunity, chance to improve skill
  • Charisma: max # of henchmen/cronies/sidekicks, loyalty base, reaction adjustment, comeliness modifier, starting honor modifier
  • Comeliness: as per Unearthed Arcana
  • Honor: average of all seven abilities plus honor modifier
  • Half Ogres and AD&D sub races for other races, no half hobgoblin
  • Berserker, Cavalier, Dark Knight, Knight Errant, Monk, Battle Mage, Illusionist, Bard
  • Multi-class open to demi-humans only
  • Dual Class for humans
  • HackFighter, HackMage, HacKleric, HackSassin
  • 9 point alignment system
  • Priors, particulars, quirks and flaws largely the same, but not limited
  • 20/10 HP Kicker
  • Proficiencies by class, weapon specialization only available to fighter classes
  • Aldrazar oriented to some degree


5E

  • Receive 40 BPs right from the start
  • Have to buy class based on racial costs--replaces racial class and level limits & restrictions
  • 7 stats changes Comeliness to Looks
  • 3d6 for stats
  • Uses fractional percent ability scores
  • Can leave scores as is for 50 BPs
  • Can switch two scores for 25 BPs
  • Can rearrange scores any way you like for 0 BPs
  • Strength: damage modifier, feat of strength, lifts, carry, drag
  • Intelligence: attack modifier, BP bonus
  • Wisdom: initiative modifier, BP bonus, defense modifier, mental saving throw modifier
  • Dexterity: initiative modifier, attack and defense modifier, dodge saving throw modifier, feat of agility
  • Constitution: starting HP, physical saving throw modifier
  • Looks: charisma modifier, starting honor modifier, starting fame modifier
  • Charisma: BP bonus, starting honor modifier, turning modifier, morale modifier, maximum proteges
  • Honor: average of seven ability scores
  • Half Hobgoblins, less subraces, no half ogre, remove gnomelings
  • Knight and paladin a progression from fighter
  • Fighter Mage, Fighter Thief, Mage Thief open to all races
  • No dual classing
  • 9 point alignment system
  • Priors, particulars, quirks and flaws largely the same but limited
  • Con + Size HP kicker
  • Skills bought with BP
  • Proficiencies by weapon type and attack purpose, purchased with BP varies by class
  • Tellene specific to a great degree

Summary

Character creation between the two is very similar. The tone of 4e is more akin to AD&D, complex and somewhat baroque. Little rules hidden here and there can sometimes make quite a bit of difference, i.e. the hit point kicker. 5e is neater, more organized and I've heard players say is a better designed game. I'm not sure I would go with "better" but the organization of 4e seems designed to mimic the original AD&D and it, at times, haphazard organizational structure. AD&D intellectual property like Drow and High Elves, etc. are taken out of 5e, but this is not critical. In fact much of these additions were campaign specific in AD&D, not system specific. They kept Hackmaster intellectual property in 5e such as the Grel aka Grunge Elves, and gnome titans, but removed gnomelings. They have also worked in a strong flavor of Tellene as background flavor and in some cases structure to the 5e game. 4e flavor was slightly geared towards Aldrazar, but Tellene, its Gawds, its race names and much more are written into 5e very completely. 

As for whether Character Creation changes would deeply affect KODT and its ethos--I think the effect would be minimal. There are some flavor bits, such as the temporary exclusion of restricted HackClasses and the like, that will likely find their way back into 5e via the GMG, subsequent splat books, KODT itself, Hack Journals or GM fiat. I do keep wondering if BA Felton and his knightly crew will switch campaign wurlds in the near future, but if they do or don't the ethos wouldn't make much difference. There is a bit more humor woven into 4e which can come out as humor in KODT, which I hope we keep in the comic for the sake of KODT and its powerful funny bone. In fact it wouldn't hurt in 5e either.

There is a danger of making 5e more "serious" than KODT really is. Tellene is a world class campaign, but humor isn;t it's strong suit necessarily. Aldrazar is also world class, but it has some nice absurdities that make it seem more "suited" to KODT. Not that KODT can't adopt Tellene, we'll just have to be careful to strike the balance between a serious "enough" game in a serious "enough" world to safeguard the magic and power that is KODT.

Next time: Combat--the real difference.