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On the Combat Skill II

Continued from part I here. . .

There's an opportunity there.

The old 'martial arts' skills were always overpowered. poorly designed, shoehorned into the weapon proficiency/non-weapon proficiency system. This was particularly egregious with the Hackmaster martial arts system, requiring both master in the skill, and mastery of each technique, though it did separate the martial arts skill from level.

Here's my position. If a fifth level mage can fireball a group of guys, and a tenth level mage can disintegrate a dragon, I am totally down with a circle kick doing double damage.

Each style has specific restrictions, whether weapon restrictions or who they affect. I think it is superior to think of these as magical paths, like very restrictive spell lists for fighters instead of mages. I think role-playing restrictions are something to be considered, a fighting style really defines a character above and beyond a mechanical increase. If you take Karate, what school did you learn it from? Who was your teacher?

This is not a new idea, indeed Book of Weaboo Mag- Nine Swords has fighters structured this way, and 4th edition has similar powers for fighters.

In general form, the Martial Art Style works like a normal skill in the way it is gained and learned. But it is not rolled.

  • Only one may be selected until reaching name level, at which point a second may be learned. 
  • Every even rank (or 10% points) you receive a new ability. 
  • Every odd rank (or values of the skill that end in 5%) you gain something specific via the skill. 
  • There are three tiers of ability. Tier one abilities can be picked till rank 6 (0-30%). Tier 2 from rank 7-12 (31-60%), and tier 3 from rank 13 or higher (61%+). 
  • Abilities replace your actions for the round unless noted otherwise. 
  • In systems without skill ranks (like ACKS) take the style as a proficiency and consider twice your level as your rank.
  • In a system like Skills: the Middle road (i.e. basic/expert/master) Consider having the skill at basic, giving you ranks equal to your level, expert giving you ranks equal to 3/2 your level, and master giving you ranks equal to twice your level. (i.e. a fifth level expert would have eight ranks, an eighth level expert would have 12). 


It is written down on the sheet like a normal weapon skill, with the specific abilities listed below it.

Skill
BP Cost
Relevant Abilities
Mastery Die
Course Prerequisite
Course Cost
Course Difficulty
Target
DC
Blank
Karate
7
(DEX+WIS)/2
1d6
N
600gp
+5%
NA
DC NA
?
Kendo
10
(DEX+WIS)/2
1d6
N
400gp
+10%
NA
DC NA
?
Savage Healing
8
WIS
1d4
N
800gp
+0%
NA
DC NA
?
name
X
STAT
XdY
N
XXXgp
+X%
X
DC XX
?

Karate Style


A punch should stay like a treasure in the sleeve. It should not be used indiscriminately.” – Chotoku Kyan

Karate is an "Empty Hand" Style, focusing on hard strikes and kicks. It is the physicality of emptiness. Practitioners strive to purge their minds of selfishness and approach all situations with a clear mind and conscience. The physical art is only applied in situations where one must down another or be downed by him.

Restrictions: Karate can only be used empty handed. Armor may not be worn. You must not be Chaotic or Evil.

When you are using Karate Style, your base stats are as follows.
Att/RoundDamageACPrincipal Attack
1/11-68Hand

Rank Increases: Use the following increases at odd ranks.
PercentageAtt/RoundDamageAC
5%3/2--
15%-1-6+1-
25%--7
35%2/1--
45%-1-8-
55%--6
65%5/2--
75%-1-8+1-
85%--5
95%3/11-8+24

Abilities: These are learned at each even rank (% multiple of 10, e.g. 10%, 20%, etc.). You are limited to which you can select by your skill.

Tier 1:

  • Circle Kick: If you hit with this kick, you do double damage. If you miss, you lose your next single attack. (e.g. if you have 2/1, and you circle kick in a round instead of making two attacks, then next round you will only make a single attack)
  • Iron Fist: Your hand strikes do an additional 2 points of damage. 
  • Crushing Blow: You may strike objects and ignore their hardness. 
  • Feint: Use a single melee attack to feint. Your next strike will be at +2 to hit
  • Meditation: 1 hour of meditation is equal to 2 hours of sleep. While meditating, you do not suffer from heat, cold, hunger or thirst. You remain aware of your surroundings and do not suffer penalties on surprise or initiative. 
Tier 2:
  • Eagle Claw: uses a devastating strike to do crush stones, shatter weapons, or do damage. The martial artist can make a single attack against an opponent. If it hits, it does 3-30 damage. This is the only attack that can be made. No strength bonuses or other increases can be applied to the damage. 
  • Defensive Strike: If you choose total defense as an option, you may attack any opponent that attacks you and misses with a +4 bonus to hit.
  • Flying Kick: With a charge, you can jump in the air and do a flying kick. If this attack hits, you do triple damage, and your opponent must save versus paralyzation with a penalty equal to your level or fall prone (with appropriate modifiers applied for stability) and be knocked back up to 1 foot per point of damage at your discretion. If this fails, you land prone next to your opponent. 
  • Empty Mind: You gain a +4 on saves versus all mental, charm, psionic, or fear attacks.
Tier 3:
  • Blinding Nerve Strike: When you attack a humanoid opponent, every time you hit, they must save versus paralyzation or become blinded for 1 turn. Only one nerve strike can be used on an attack.
  • Stunning Nerve Strike: When you attack a humanoid opponent, every time you hit, they must save versus paralyzation or become stunned. Only one nerve strike can be used on an attack for 1 round. 
  • Iron Body: All attacks that hit you have their damage reduced by 2.
  • Steel Skin: Increase the damage die of your physical strikes from 1d8 to 1d10. 

Kenjutsu Style

"The primary thing when you take a sword in your hands is your intention to cut the enemy, whatever the means. Whenever you parry, hit, spring, strike or touch the enemy's cutting sword, you must cut the enemy in the same movement. It is essential to attain this. If you think only of hitting, springing, striking or touching the enemy, you will not be able actually to cut him."― Miyamoto Musashi

Kendo is the way of the sword.

Restrictions: You must wield a long blade with two hands.

When you are using Kenjutsu Style, your base stats are as follows.
Att/RoundDamageACPrincipal Attack
1/1As SwordAs ArmorSword

Rank Increases: Each odd rank increases the damage you do with the sword by 1 i.e. at rank 11 (55%) you would do +6 damage with your blade.

Abilities: These are learned at each even rank (% multiple of 10, e.g. 10%, 20%, etc.). You are limited to which you can select by your skill.

Tier 1:

  • Weapon Proficiency: You are treated as having weapon proficiency in the sword. This grants you multiple attacks as a fighter of your level. This does not stack with normal specialization and does not need to be selected if you already have proficiency with the sword and/or you are a fighter.
  • Jaguar Stance: While in this stance, gain a +2 bonus to your armor class, and to saves made to dodge or avoid spells. Only one stance may be used at a time.
  • Turtle Stance: While in this stance , gain a +2 bonus to your armor class. and reduce all damage you take by 1.
  • Wind Strike: As a full round action, you may attack any opponent within 6".
  • Spirit Blade: Any sword you wield counts as magic for damaging creatures.

Tier 2:

  • Folded Step: Dimension door (transport to any location in sight) instantly 1/day. This can be done instantly, i.e. between attacks.
  • Multiplicity of Forms: Mirror Image 1/day.
  • Movement Strike: On a strike you miss, move up to your movement.
  • Preemptive Strike: 1/day, strike an opponent before they attack you.
  • Defense Strike: While using the total defense action, you may strike any opponent that makes an attack against you.
  • T'ien-lung Stance: You gain a +2 bonus to hit, and levitate 1" off the ground. Your movement does not interfere with your ability to make attacks.

Tier 3:

  • Desert Wind: Move up to double your full movement. You may strike each target you are adjacent to one time.
  • Ki Shout: Improve your attack, damage and armor class by 1/2 your level for 1 turn once a day.
  • Ghost Blade: You ignore armor and attack all opponents with touch attacks when using your sword.
  • Leaping Revenge: If attacked at range, you move adjacent to the target and strike if you are within 20". This can trigger once per attack you get per round, and does not count against your attacks per round. (i.e. if you have 3/1 attacks, and you get attacked by three different ranged attackers, you may move next to each and strike them. When your turn arrives you may take it as normal)


Savage Healing


"The art of healing comes from nature, not from the physician. Therefore the physician must start from nature, with an open mind."

Savage healing is an art of being at one with nature, and understanding how those processes affect the body.

Restriction: Savage healers cannot use a shield, nor any armor heavier than leather. Savage healers must be expert natural healers (10 ranks in healing or 50%+ in healing). Savage Healers must not be able to heal via magic.

When you are using Savage Healing Style, your base stats are as follows.
Att/Round
Damage
AC
Principal Attack
1/1As WeaponsAs ArmorStaff
Healing touch: All Savage healers gain a number of healing dice (d4) equal to their level. These refresh after a rest. They may heal any creature by taking a full turn, and using as many of their dice as they wish to heal the creature.

Rank Increases: Each rank increase grants an additional healing die.

Abilities: These are learned at each even rank (% multiple of 10, e.g. 10%, 20%, etc.). You are limited to which you can select by your skill.

Tier 1:
  • Stunning touch: Savage healers can use their healing dice to deal subdual damage to creatures. They must strike, bare-handed, and hit successfully. 
  • Sickening touch: Savage healers can use their healing dice to apply a penalty to creatures. For every die expanded, the target takes a -1 penalty on attacks, skills, damage, and initiative. This sickness lasts for a full day. The savage healer must strike, bare-handed, and hit and the target must fail a save versus poison.
  • Healing Aura: Once a day, a savage healer can expand healing dice equal to 1/2 her character level. For every healing die expanded, all allies within 6" heal 1 hit point per healing die per round. e.g. if a Savage Healer expends 3 dice, then for one turn, all allies within 6" heal 3 hit points a round. 
  • Cure Poison: The Savage Healer can expend 2 dice to grant someone another save versus poison with a +4 bonus.
Tier 2:
  • Strong Healing: Your healing dice are d6's
  • Fast Healing: You can now heal people more quickly, taking only one round.
  • Healing Vigor: Your healing dice can now provide bonus temporary hit points. Any excess overhealing is temporary hit points that last one turn. These cannot exceed one half the creatures natural hit point total.
  • Natural Awareness: While awake, the Savage Healer can see 360 degrees around him and is immune to surprise.
  • Cure Disease: The Savage Healer can expend 4 dice to Cure Disease as the spell
Tier 3:
  • Healing Burst: once a day, a savage healer can heal all allies within 6" with as many healing dice as she wishes to use.
  • Healing Shield: If the save healer concentrates taking no other action, and is within 4" of an ally, they can use their healing dice to nullify damage the ally takes. On a hit, they may expend as many dice as they wish to negate damage. The dice are rolled, and the damage is reduced by the total on the healing dice.
  • Fast Healing: The Savage Healer is so in tune with nature that she gains the ability to regenerate 1 point of damage per round. This requires the healer to be conscious.
  • Savage Purity: Become immune to all disease and poison. You may not become undead. All natural animals treat the Savage Priest as friendly. They begin to age more slowly.

Some notes: Any class may take this, provided they can find someone to teach them. Only one style can be selected, simplifying the choices. Within that style their are less than seven options at any given time. The space it takes up on the sheet is marginal, and far less than any sort of spell list.

In play, you would record it like this
Karate (47%): 2/1, 1-8+2 damage, AC 7
    Circle Kick: x2 damage, lose next attack if miss
    Iron Fist: +2 melee damage (noted above)
    Feint: Trade attack for +2 bonus to hit on next
    Flying Kick: Charge, 3x damage, save vs. para or opponent is prone + move 1' per point of damage

Savage Healer (66%): 15d6 healing dice
   Stunning Touch: Use dice to deal extra subdual on bare hand attack
   Healing Aura: 1/day spend up to 4 dice for healing allies within 6" for 4hp/round
   Cure Poison: 2 dice to give save vs. poison @ +4
   Strong Healing: Use d6 as healing die
   Fast Healing: Heal as a full round action
   Healing Vigor: Healing overcharge gives temporary hit points
 

On the Sublimity of Hackmaster 4th Edition: Cohesive Setting Design

From the name, to the parody art style, Hackmaster seems designed to drive away both the casual and serious player of RPG's.

Who then does it appeal to and why? The old school gamer looking for a chuckle, the fan of the Knights of the Dinner table comic, The person wondering at the seriousness of the title?

But when they do get past the name and the required parody text and finally pick it up and read it--they discover an amazing thing.

Hackmaster 4th edition is brilliantly designed.

Why and how is that?

It takes all the lessons of the OSR and implemented them in an official reprint of 1st edition, an exceptional game itself.

Design via Play

Hackmaster is not an abstract design. It is a codification of processes that developed throughout play. In a very literal sense, it is written by a group of people who were playing a mashup of 1st and 2nd edition Dungeons and Dragons and had developed a system of rules to address many classical problems when playing those systems raw.

How do I modify rigid character creation while maintaining the integrity associated with 3d6 down the line? Flaws and Build Points.

How do I mechanically encourage players to act their role while maintaining agency and keeping experience points as an objective measure of progress? The honor system. Put simply, while in great honor, you receive a +1 bonus to every die you roll, even dice like Hit Points.

How do I address leathality without bogging down play? The hit point kicker, exploding dice and the threshold of pain. Players get bonus hit points at creation, but you don't have to lose them all to be taken out of combat. Below a certain threshold you must save to remain active in combat. This has the added advantage of making constructs and undead play very differently, making them the terrifying.

There are more: critical hit tables that can wound your character permanently, degrading armor that absorbs damage, A fatigue factor to address invulnerable fighters in plate armor.

There are 2 crucial things to note here.

These systems were designed and used in play. They weren't abstract ideas. They were what was actually happening on the table. So while reading the above and thinking "All that must be complicated" what actually happens is very straight forward and simple. Like any complex thing it takes a week or two to learn and then becomes second nature. In practice, these rules are fast.

These systems enhance the experience of play. Yes, play slows down for a moment when criticals
are being rolled, but I know from experience that those moments while waiting for the result are ripe with baited breath. The need for gold to train makes the players desperate for rumors of adventure. The training and skill rules provide real things useful things for the players to spend their fortunes on. They desperately want to stay in great honor to maximize the benefits of the money they do spend on training.

After a bit of practice with the system, I've never felt I've had to do less work to motivate the players to play or even lead the direction of the campaign. The system and its different parts are designed to motivate and sustain long-term campaign play, to the construction of castles and beyond.

When my first group started play, we basically rolled with 1st edition rules and added in one rule at a time, until after a few months, all the rules were in place.

Modularity

This is the strength of traditional AD&D. Don't like weapon speed versus armor? Drop it. Running a different campaign? Add in the inheritance tables, or roll on the Hackmaster disease tables.

Setting via tables and mechanics

If you do sit down and decide to play Hackmaster RAW, there is a final surprise awaiting. The setting is delivered not via exposition, but via tables and random generation. We had several year plus campaigns and because of the cohesive interaction of all the tables, charts, and rules, we only ever had one person qualify for a monk. That made the monk special in a way other classes weren't. 

It is an functioning ecosystem of gygaxian naturalism. If you can leave your entitlement at the door ("I want to play what I want! {pout}") then you will find yourself playing a game, both as a player and a Dungeon Master, to discover a world. You uncover what happens as much as you decide what does. 

I know what the swamp looks like between the borderlands and the fortress of the witch queen, it is filled with dinosuars, some cult of shambling false undead, and hordes of murderous elves. 

If you play there is always something new to find out. 

Hopefully this makes Hackmaster 4e a little more open and clear to those who don't know what it's all about, and explains why I might be looking forward so much to giving the new Hackmaster a try.

On the Sublimity of Hackmaster 4th Edition: Hacklopedia of Beasts

What's with Hackmaster?

 "The whole thing is very hermetic from the outside." - Zak Sabbath

I'm going to talk later. For right now, I'm going to show.

Seven Adventurers and a Hireling Fight a bulette and the Dwarf gets eaten

Six adventures and a Hireling fight a Dragon and the Elf dies

Five adventurers and a Hireling fight a Violent Fungi and the Half-Orc Fighter bites it

Four Adventurers and a Hireling fight kobolds, while their Halfling Thief dies

Three adventurers and a hireling watch their cleric get killed by a Mummy

Two adventurers and a Hireling have their Wizard eaten by rats

The Hireling flees as the last fighter is killed

All his companions raised from the dead, they chase him and he escapes!

Almost.

On the Combat Skill


Hackmaster 4e is my go-to retro-clone edition for 1st Edition style play. The books are comprehensive, the system is rigorous and internally consistent, and it is designed for use in play.

Hackmaster has a skill system, and one of the great things about it is how it motivates the players.

It does have some weaknesses, though. One of the most glaring are in the combat skills.

Most of the skills provide simple, direct, bonuses to activities. However, the combat skills are a different story. It appears they were sidelined as areas where they could dump parody text, making them very lackluster options for fighters (Ref: Who's your momma ankle wrench, and pimp slap). However, the idea of a skill, that when used grants you a special bonus or ability against certain creatures is a good idea.

Obviously this is for systems that make heavy use of skills, like Hackmaster. If you are running a featless, skillless, game this article by +Zak Sabbath "You're A Swashbuckler Now, Act Like It" is really the way to go.

This replacement is given as a drop in replacement for the Hackmaster Combat Procedure Skills, along with values that work with the Skills: The Middle Road system and D20. These can be converted to other systems using the OSR rosetta stone. Special D20/Pathfinder rules are in parenthesis.

Combat Skills:
Skill
BP Cost
Relevant Abilities
Mastery Die
Course Prerequisite
Course Cost
Course Difficulty
Target
DC
Blank
Battle Cry
2
(STR+CHA)/2
1d6
N
225 gp
0
5
DC 20
?
Brawler
2
(STR+DEX)/2
1d8
N
175gp
+5%
4
DC 15
?
Cheetah Strike
1
DEX
1d6
N
275gp
+15%
6
DC 25
?
Ambush
8
WIS
1d6
N
225gp
+5%
5
DC 20
?
Eye Gouge
1
DEX
1d8
N
125gp
+5%
5
DC 20
?
Incapacitating Strike
10
STR
1d4
N
75gp
+5%
5
DC 20
?
Mortal Combat
9
CON
1d4
N
435gp
+5%
4
DC 15
?
Second Wind
8
CON
1d6
N
325gp
+10%
6
DC 25
?
name
X
STAT
XdY
N
XXXgp
+X%
X
DC XX
?



Battle Cry
This allows you to utter a bone-chilling battle cry. A successful use of this skill, causes all opponents within 25 feet to Save versus Fear or be subject to a curse of fear. If the fighters level is higher than the hit die of the opponent, their save receives a penalty equal to twice the difference. The curse of fear applies a -1 on all rolls the opponents make if the fighter is equal or lower level than his opponents. It applies a -3 penalty on all rolls the opponents make if the fighter is of a higher level. If this skill is attempted and failed, the vocal cords have been strained and it cannot be used until the next day. (Increase this penalty by 1 for every five levels of the fighter. At level 5 the penalties will be -2/-4)

Brawler
This has several effects. A successful skill roll allows you to choose one of several effects. You may:

  • Modify results on any brawling/wrestling table a number of spaces equal to your level
  • Receive +2 to hit and damage on any unarmed attack
  • Use an improvised weapon to do 1d10 subdual damage or 1d6 physical damage 
  • Increase the size of your hit die for the purposes of overbearing attacks.

Only one check may be made per attack (you may not both increase your hit and damage and also modify your table value). A failed check has no penalty, but this check can only be made if unarmed or armed with an improvised weapon. Some of these are dependent on your rule set, if you are not using a brawling/wrestling table, that result does not apply.

Cheetah Strike

This skill is used instead of your normal actions against a target up to one size category larger than you. On a successful use, make a to hit roll against your opponent. On a successful hit it allows you to move your opponent up to 10' and then place yourself adjacent to your opponent. Then, you receive a +2 bonus on your next attack versus the opponent. This bonus is in addition to the bonus for rear attacks and for bypassing the shield. You also receive a bonus on your initiative roll next round. If you increase the difficulty by 25% or Target 8 you can affect a creature up to two size categories larger than you. Initiative bonus depends on the size of the die used: +2 on a D6, +4 on a D10, and +8 on a D20. Failure allows you to make a single melee attack in the round. (On a successful use and Combat Maneuver Check versus your opponent, move your opponent 2 squares and your next attack is made as if your opponent was flat footed. If you are using set initiative, increase your initiative by 4. i.e. if you are moving on 17, next round you will move on 21. This is a Full-Attack action.)

Ambush
Given time to prepare, you can ambush opponents. As long as you have 1 round to maneuver, you can make this skill check. On a successful check, surprise chances are doubled. (Receive a +8 on initiative rolls on a successful skill check).

Eye Gouge
A successful use of this skill, lowers the penalty for making a called shot against an eye by your level. Usually this penalty is -10. Helmets with eye protection negate your ability to use this skill. Failure means you make the attack as normal with the full penalty. (Gain a bonus equal to your level on your Combat Maneuver Check to blind your opponent. Ref: Dirty Trick in the Advanced Players Guide)

Incapacitating Strike
This is a combat technique designed to disable an opponent by striking a sensitive area. Using this technique is considered dishonorable. It only works on creatures with a discernible sensitive anatomy (humanoids, et al.). A successful skill check allows you to make an attack against an opponent as normal. If the attack hits,they must Save vs. Paralyzation. If they fail the save you can either have them fall prone and apply the stunned condition for 1 round, or have one of the following conditions applied for a turn: Sickened, Slowed, Bleeding. This replaces your attack for the round and does no damage. 

Mortal Combat
You pick a single target and engage them in mortal combat. On a successful skill roll, you have engaged them in Mortal Combat. Failure means that the opponent is immune to your challenge for this combat. This may be attempted once per battle. Against that target, you receive +2 damage. All other targets get a +2 bonus to hit you. If that target attempts to engage any opponent other than you then you may strike them with a +4 bonus to hit.

Second Wind
If you reach 0 hit points, a successful skill check will grant 8 + 1d4 per level temporary hit points. This can happen once per encounter. These hit points are lost after a turn (at the end of the combat).

This is most likely Part 1. . .

On Hidden Resources, Hackmaster

Well, here's an interesting development. To presumably drive Hackmaster Advanced sales, The inestimable team over at Kenzer and Company have released Hackmaster Basic for Free!

Also, if you somehow missed the last post in this series, be sure to check out dozens of free cults, at Phonomicon ex cultis.