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Old 06-09-2017, 10:37 AM   #41
baakyocalder
 
Join Date: Jan 2009
Location: Sacramento metro, California
Default Re: Combining GURPS and Hackmaster combat system?

The d10000 crit table works almost as quickly in regular HackMaster play as confirming criticals does in D&D 3e.

1. Crits happen on a natural 19 for called shots or a natural 20 on the die. The attacker's roll has to beat the defender's roll.

2. Critical hit severity is determined by the following equation: severity=amount attack succeeded by+rolled weapon damage-defender's DR (damage resistance)

3. If a missile critical hit that is not a called shot, roll a d10000 for location. If a melee critical hit that is not a called shot, look at the target sizes and use the appropriate die. A d10000 is used when both targets are the same size.

4. Read the table for results and apply them.

The current version of HackMaster has no joke elements in its mechanics. It was based in some part, on Aces & Eights, but the decision was to not have separate movement and attacking counts because firearms are different than falchions and other melee weapons.

Combat is thus more abstract than Aces & Eights, because you get a general body blow in HackMaster unless you deliver a critical hit or called shot.

HackMaster and Aces & Eights like GURPS, are games which seem more complicated from an armchair than when you play them. If combat is dragging in any of these games, its because they have many tactical options and a short time window that characters act in. Preparation and pacing is essential to reduce analysis paralysis.
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