Hackmaster 5th Edition Character Creation

 

Fifth Edition Character Sheets. More info Starter Set Character Sheets. More info Dungeons & Dragons Adventurers League. Hackmaster, 9: Sneaking and Skilling Hackmaster has 3 skill/stealth type character classes: the Rogue, the Thief, and the Assassin. The Thief is the Rogue type from most games - focusing on stealth and fast movement. Like fighters, they advance Attack and Initiative, but not Speed - so they move just as fast but don't get to use their weapon. Download Hackmaster Basic Character Generator for free. A Hackmaster Basic Character Generator for Windows written in C# using.net 3.5. This starter (yet fully forward compatible) edition of HackMaster features simplified rules perfect for initial play to 5th level. It is a complete game (231 pages) with player and GM sections, a selection of 70+ monsters and 3 scenarios ready to explore. A fundamental part of Hackmaster is the Character Point concept. Character points are used for a great many things throughout gameplay, and are central to character creation. The mechanic for resolving almost all situations is: ``roll a d20; higher is better'. Hackmaster basic is a fantasy role-playing game in the tradition of 1st edition D&D. This game is for 3 to 5 first level characters. No experience necessary. Pre-generated characters are available (if wanted) and a pdf of the quick start guide will be provided.

When teaching my RPG course last year (So You Want to Slay a Dragon) I encountered the challenge of having many students who had never played RPGs all trying to create characters at the same time! It was a bit chaotic, with Player’s Handbooks and Basic Rules being passed around, and constant questions and confusion. So I went home and developed this little guide just to make it a bit easier the next day. It’s no magic bullet, but I did find it helped, so I’m going to post the same steps here in hopes that others may benefit from it as well, whether DMs with new players to help, or new players themselves. The PHB has instructions too, of course, but I think these are a nice clear companion to the PHB or free Basic Rules (you’ll still need one of those!), and they go in my preferred order.

D&D 5th Edition Character Creation

1 – Who is this character? Body beast workout download torrent. Background, motivations, goals, personality, etc.

You may want to use a favorite fictional character as reference or inspiration. Optionally, you could write any background info on page 2 of the character sheet in the ‘character backstory’ section.

2 – Select a race and class

Remember that if you don’t have access to a Player’s Handbook you may want to stick to the races and classes in the free Basic Rules PDF.

3 – Determine Ability Scores – 6 numbers needed. Roll for them (4d6 drop the lowest), or take the standard array (see chapter 1). For now just keep them written on a scratch piece of paper.

4 – Record racial characteristics on your character sheet – Find the section on your race (chapter 2) and find the “_________ (your race) traits”. Record the necessary info in the ‘features and traits’, ability scores, and ‘proficiencies and languages’ section of your character sheet. You may not need to write everything down.

5 – Select a background and record any skills, equipment, or other features. Backgrounds can be found in chapter 4. Just pick one that you like and that makes sense to you. You may roll for the characteristics or just choose characteristics that fit your idea of your character. Feel free to tweak what they have written to fit the background and personality you want.

6 – Record Class information – Find your class in chapter 3. Record all the relevant info from the ‘class features’ section. After you do that go to the ‘Quick Build’ and follow the suggestions for where to place your ability scores. Place all 6 of your ability scores now. Don’t forget to add any racial bonuses to them. Determine your ability score modifiers by looking them up on the chart in chapter 1. Alternatively, you can take an ability score, subtract 10, then divide that by 2. Always round down. Example: 13 minus 10 is 3, divided by 2 is 1.5, rounding down gives us 1. Thus a modifier of +1 for an ability score of 13

If your class uses magic you’ll also want to figure out how that work and select your spells.

7 – Equipment – To make it easier, go through the equipment choices in your class section. Write it down in the equipment section. If you have armor and weapons you can now record armor class and weapon damage (attacks).

8 – Skills – Record your skill modifiers and saving throws (based on your ability score modifiers). You also get to add your proficiency bonus if you are proficient with that skill/saving throw.

Passive wisdom will be 10 plus your perception skill modifier. Initiative is simply your dexterity modifier.

9 – Loose ends – Anything still blank? If so, let me know. I’m happy to help!

If you find my content helpful, consider supporting my work on Patreon, or check out these other ways to be awesome.

I keep telling myself that I really must make more of an effort with this blog!!

Anyway, I’m taking a breather whilst on my honeymoon (Sprout is asleep and TLC is taking a well-earned rest, while I’m typing from my mobile in an attempt to put that right).

Hackmaster Character Creation

As many of you know, I’m a huge roleplay fan. At the moment I am playing GURPS 4th edition, set in space and using the Ultra-tech rules. It’s a lot of fun, but when our DM took a holiday a few weeks ago (the selfish swine) the group wanted to continue playing something…. Which left us in a bit of a dilemma…… Should someone else take over the campaign and risk side tracking the story (and potentially get the characters killed), or should we miss three precious weeks of gaming????

Luckily, I’d recently picked up a copy of Hackmaster 5th edition players handbook, by Kenzer & Company, as well as their “Hacklopedia of Beasts” (which is a beautiful book in its own right) whilst I was looking for a roleplay with a real “old school” feel to it – I cut my teeth on AD&D 2nd edition, but have played 3.5 for years and have recently become really disenfranchised by the system, the point build method that we used and the “power gaming”/ min-max game play that it seemed to create. This really came to a head after I read a great article on the “Known World, Old World” blog about the “pathetic aesthetic” and I realised that I was desperate to try a different direction.

Thankfully, I was able to convince most my usual group to give it a go (this was a pretty big step, as most of them are pretty wedded to the system and don’t like new things, or reading rule books for that matter!) Now, like with most RPG’s character creation takes an age in Hackmaster. It uses a great mix of the traditional 3d6 stat generation and point buy methods, which I really liked and which pretty much ensures that each character will be (at least marginally) different.

To speed things up (and to test out the character generation system) I rolled up and built around a dozen various first level characters and offered them to my players (these were only “throw away” characters anyway), they were complete with quirks/flaws which provided a bit of extra colour to the characters (as well as a few badly needed building points) – in the end they opted for:

  1. a Dwarf fighter “tank” (i.e. very high defence), with a great warhammer and a medium shield.
  2. a Dwarf fighter with a battle axe and small shield
  3. an Elven Mage with his trusty staff
  4. a Human cleric armed with a mace
  5. a Human barbarian armed with a battle axe and medium shield

The Dwarves were armed with their racial weapons so were able to buy weapon talents at a much cheaper price compared to the rest of the team. Also, fighters can buy specialisations cheaper than other classes (not to mention that they ended up with more build points to start with – Hackmaster provides you extra build points if you don’t move your starting stat rolls around too much) – these factors combined to make their attack scores pretty good compared to either the barbarian or the cleric (a minor point of contention – but that’s the way the cookie crumbles!!)

Now, Hackmaster is a pretty complex game if you use all the available rules (probably too complex if, like my players, you’ve not read the rule books!) so I decided to introduce them to the system very gently. I set the game in Games Workshop’s “Old World” setting (and I made the Cleric a follower of Sigmar), with the players traveling north through Wissenland, along the river Soll on their way to Nuln. I told them that they had left Geschburg a day or so ago, that they were one days march away from Wittenhausen, it was September (or the Empire equivalent) and the weather was good (so far). They were also carrying with them a sack containing 3 goblin heads and 6 pairs of goblin ears (I thought a bounty on goblins would be a good way to give them a little starting cash to buy the supplies they would need for the next leg of the journey – you see dear reader, I’m a nice GM to my neophyte adventurers).

The province of Wissenland
In order to make the introduction nice and easy I made their first encounter a bunch of 14 Goblins who had ambushed a cart in the road and were in the middle of ransacking it when our brave adventurers arrived in the scene. Now, using goblins provided me with a couple of advantages for a introductory session – first of all, they are pretty weak and therefore they would be quite unlikely to slaughter the players out of hand (even if they were outnumbered around 3:1) – especially with the dwarf’s to hit bonuses against greenskins. Also, because I armed the goblins with a mix of short swords and short bows I didn’t have to worry about the shield breakage rules to any great extent (whilst it would have been possible for a hit to destroy a character’s shield, it was so unlikely that I didn’t play the rule this time).

Needless to say, the players tore through the goblins like a chainsaw through a bag of wet kittens, one of the greenskins managed to escape, but the rest were cut down in a little under a minute (Hackmaster uses a great “count-up” system where each count is one second) with very little in the way of injuries on the player’s side. Even though the fight ended up very one sided I was able to show them several great aspects of the game, namely:

  1. critical hits and near perfect attacks
  2. fumbles
  3. perfect and near perfect defence
  4. armour damage
  5. penetrating damage.

This last one is my favourite (although I do like to see a players face when you tell him that he needs to pay to have his armour fixed) if a weapon rolls its maximum on its dice, you subtract one from the roll, roll it again and add the number into the first roll (continuing if you roll maximum again….), and with weapons like a battle axe rolling 4d4 damage (opposed to 1d8 in dnd 3.5), this makes even low level enemies a threat and means that they can be used a lot longer than in games like dnd 3.5 (ask yourself, in 3.5, after level 4 how often do you meet a run of the mill Orc?), as such there is less of an “arms race” between the players and the GM, which was a real must for the “pathetic aesthetic” game I had been searching for!

All in all it was a really enjoyable session, both for me as the GM and the players. We played a second session a week or so later, which I’ll write up in my next post – this one was a lot harder and nearly ended their adventuring careers a little earlier than I had envisaged. I’ll also post up some tools I built for the game, including:

Hackmaster 5th Edition Character Creation Free

  1. a random encounter generator, based on the Hacklopedia of Beasts (habitat, frequency, etc)
  2. a weather generator, based on climate – including environmental factors/hazards and effects, based on information in the Game Master’s Guide.
  3. rules for infections, based on the excellent Winds of Chaos website
  4. A count tracker (which I found really useful for keeping track of what my monsters where doing)
  5. A town generator – the towns my players are visiting are meant to be real working communities, locals are not simply waiting around to sell equipment to passing adventurers – not every village will have a weapon-smith or the shops that my players need. This generator provides a selection of occupations that are undertaken in the town – some of which they may find useful, some of which they won’t.

Fallout 4 1.4 patch download. That’s it for me for now, I’m off to enjoy newly married life until I have to return to reality,

Hackmaster 5th Edition Character Creation Sheet

Until next time

Hackmaster 5th Edition Character Creation Download

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