This weekend I got to play Hackmaster Basic by Kenzer & Co. for the first time. Starting off, the list price of under $20 is a huge win for the game in a time where the average RPG book is twice that much. However the cost reduction does mean that the book lacks the production value and vast content offered by one of the more costly games.
The book itself is well organized, but lacks an index making searching for a specific rule a little cumbersome. This is an interesting choice by the publisher, as there’s over a dozen pages on how to choose and roll dice (which is an amusing read but unnecessary). Character creation represents the bulk of game rules, as the book contains one of the most interesting character creation systems that I’ve come across. One of the mantras of the game, leave the dice where they lie, comes into full effect as your entire character is a product of random tables and dice totals. Character creation covers everything, from character attributes, to fears, and to the number and disposition of siblings. In some ways this is liberating, especially if you are stuck in a character concept rut. Just in case things don’t turn out the way you like them, you can spend build points to re-roll a given table to add to a totaled score. However this also represents a weakness in the game, as there can be a massive imbalance in created characters that a more standardized game might cover.
The actual gameplay is functionally a satire of classic D&D. Players are rewarded for playing up stereotypes and punished for breaking those archetypes. The game design lends itself to ignoring role-playing in favor or roll-playing, where the story is just enough there to give a reason for slaying everything you encounter. Additionally, in classic D&D fashion spellcasters are pathetically weak and melee combat is overly encouraged. However unlike classic D&D, there is no long term reward for playing a crappy mage or cleric at low levels to get the benefit of the later power curve, instead you are relegated to near uselessness at almost all times as a spellcaster.
Exploding dice is a core mechanic both in character creation and in gameplay. Exploding dice is where if you roll the maximum value on a given dice, you get to roll again and add it to the original. Multiple successive high rolls can take a possible roll to exponential success. This poses a most significant play issue, as in combat you are either doing negligible damage, or outright destroying opponents in a single blow. There really is nothing in-between. However spellcasters don’t get the benefit of exploding dice in most cases and are instead subjected to an opposed saving throw roll with no effective modifiers. So your complete lack of spells is further diminished by the spells often not being successful because of a completely random roll. Exploding dice also has an effect during a few parts of character creation, particularly skill levels, which makes for wild results which can hurt balance and playability.
One aspect of roleplaying games which appeals to me is that you playing a hero in a story. However in Hackmaster, at best you are a nobody doing nobody things, at worst you’re dead from a random roll and it doesn’t matter anyways (surprisingly no one died in the first adventure I played, though that had more to do with completely random die rolls than tactics or strategy.
One part of the game which I really liked is the healing system. Since clerical magic is virtually useless, the game makes up for that with a healing skill which actually heals. While a bad roll still happens, the system allows a trained healer the ability to restore significant numbers of hit points, especially when multiple attacks dealt the damage (however you still get screwed by exploding dice damage). Almost every game system I’ve played has had a lousy healing skill mechanic, but I actually really liked that significant healing could occur without the need for magic.
Overall, I have mixed feelings because I think that Hackmaster Basic, like D&D 4th Edition, meets the design goals of the publisher—it has the intended feel and the system works for what it is supposed to, but I don’t think that it’s the style of game that I’m looking for. I’ll play the game again, and might even pick it up for a one-shot game here and then, but I expect the book to become a dust collector rather than a go-to system.
Rating: 




2 Responses to “Hackmaster Basic”
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March 30th, 2010 at 5:27 pm
FYI, there is an Index that you can download from Kenzer&Co’s website;
http://www.kenzerco.com/hackmaster
Character Creation is NOT all Random Rolls. Selecting what skills, talents and proficiencies that you have is all up to the player’s decision. Also, there are game mechanics for swapping around stats and even spending BPs for improving the stats that you rolled.
Sorry, but you are wrong about RolePlay encouragement. Actual Roleplay is encouraged by how much Experience and Honor that you get. Check out pages 27-28. “Roll Playing” and just plain Hacking isn’t going to get a character very much Honor, which leads to early character death.
Also, you are wrong about Mages being weak. Mages can enchance their teammates or even take out several monsters on their own. What Mages are not meant to do is to wade into melee combat. Mages and Clerics are only as weak or strong as the way that they are Played. Good Players can make Mages the most valuable character in the group.
You are also wrong about Exploding Dice. For one thing you’ve got the mechanic slightly wrong. If you roll the max value on a Die, you roll again at -1. Example, if you roll a “6″ on a d6, you roll again, say you roll a second “6″, then you add “5″ to the die roll and roll 1d6-1 again. After over a year of playing I can assure you that you get low rolls, high rolls and medium rolls all the time. Also, ALL Damage Dice, including Spells have Penetrating dice. Notice in the book that little notation notating penetration, i.e. the Spell “Scorch” does 1d3p+6(the little “p” means penetrating die roll). And most Opposed rolls for Everyone, including Spellcasters get Modifiers.
As far as being “Dead from a Random Roll” that is what Honor is for. You spend Honor Points(or use your one time per session Mulligan if you are in Great Honor).
Clerical Magic “Virtually Useless”? Are you sure you are playing “HackMaster Basic” because once again my game play shows exactly the opposite. Cleric is another character class that is a MUST Have for your party.
If you got all of these rules wrong from the GM, then I’d suggest having your GM reread the rules and maybe come by the Kenzer&Co forums to ask some questions. Or play with an experience GM, because honestly, from your review it appears that there were many basic concepts that your group got wrong.
April 2nd, 2010 at 9:05 pm
@Greylond: I admit that this was based on a single play through, and I noted that I will play the game again (meaning that I didn’t hate the experience). I think that I could have a higher opinion overall once I get to see the full version of Hackmaster when it comes out, rather than the slimmed down Basic version primarily because of the low level cap which will get raised and I won’t have the feeling of being so ineffective. Additionally since the next version will feature the Kalamar setting heavily, I think that I could get more out of the setting itself to help with roleplaying.
Additionally, I agree with you that roleplaying is also based on what you put into it rather than what the game itself provides out of the box. You can play a roleplaying game with rock-paper-scissors as your decision mechanic and have good roleplaying or poor roleplaying. But the honor mechanic far more supports playing stereotypes, or caricatures, of traditional characters rather than encouraging the development of a unique personality.
The magic system does support the stereotypical “5 minute work day” of older versions of D&D, which is why spellcasters are useless, and I think that healing 1d3 HP once per day is useless as a cleric–but luckily the system offers a stronger Heal skill mechanic which I praised. I did play a cleric, and I agree that its necessary as healers in any system are. Mages are better off than clerics, since they get spell points, but not by a lot.