<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	xmlns:media="http://search.yahoo.com/mrss/"
		>
<channel>
	<title>Comments on: HackMaster Basic Review Part 2: Combat!</title>
	<atom:link href="http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/feed" rel="self" type="application/rss+xml" />
	<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat</link>
	<description>The Game Mastering Blog</description>
	<lastBuildDate>Sat, 11 Feb 2012 00:00:43 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: Savage Worlds IN Review #9: Reinos de Cthulhu</title>
		<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/comment-page-1#comment-8932</link>
		<dc:creator>Savage Worlds IN Review #9: Reinos de Cthulhu</dc:creator>
		<pubDate>Tue, 16 Feb 2010 13:24:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5078#comment-8932</guid>
		<description>[...] como RoC – Realms of Cthulhu). Phil pegou sua cópia do Hackmaster e escreveu as reviews aqui e aqui (em inglês). Peguei o RoC e deixei empilhado com uma enorme quantidade de projetos, na esperança [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8932&#039;,&#039;Savage Worlds IN Review #9: Reinos de Cthulhu&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] como RoC – Realms of Cthulhu). Phil pegou sua cópia do Hackmaster e escreveu as reviews aqui e aqui (em inglês). Peguei o RoC e deixei empilhado com uma enorme quantidade de projetos, na esperança [...]
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('8932','Savage Worlds IN Review #9: Reinos de Cthulhu'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: itliaf</title>
		<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/comment-page-1#comment-7626</link>
		<dc:creator>itliaf</dc:creator>
		<pubDate>Thu, 08 Oct 2009 00:48:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5078#comment-7626</guid>
		<description>Thanks for the great review.  This game definitely sounds like a buy to me.  I&#039;m glad you gave some more detail on defense rolls, because I always wondered what the equivalent of a critical defense would be in that sort of system.  It seems like an idea that could be easily ported into other systems.
When read about Scions initiative system, I pictured tracking seconds on a 6X6 grid rather than a wheel, thus allowing you to mark not only your next move, but also the duration of a power that lasts more than one six second round.  The other advantage over the wheel being that it&#039;s a lot easier to whip up an .xls of a grid and print out as many as would be needed, with room for important character combat stats along the sides.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7626&#039;,&#039;itliaf&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Thanks for the great review.  This game definitely sounds like a buy to me.  I&#8217;m glad you gave some more detail on defense rolls, because I always wondered what the equivalent of a critical defense would be in that sort of system.  It seems like an idea that could be easily ported into other systems.<br />
When read about Scions initiative system, I pictured tracking seconds on a 6X6 grid rather than a wheel, thus allowing you to mark not only your next move, but also the duration of a power that lasts more than one six second round.  The other advantage over the wheel being that it&#8217;s a lot easier to whip up an .xls of a grid and print out as many as would be needed, with room for important character combat stats along the sides.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7626','itliaf'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Greylond</title>
		<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/comment-page-1#comment-7625</link>
		<dc:creator>Greylond</dc:creator>
		<pubDate>Wed, 07 Oct 2009 22:30:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5078#comment-7625</guid>
		<description>Hey, I&#039;ve been running HMB for a while now. My group is one of the PlayTest Groups. Combat is pretty easy after a couple of sessions. My group can go through a combat(6 characters vs 5 or 6 Monsters) in about 15 minutes. The thing(s) that make HMB so great(IMO) is that it takes several game mechanics from the past and combines them in a way that works and makes it feel like a real combat. The best example of Combat is the Free PDF Download that is discussed in the Review. You can find it here: http://www.kenzerco.com/free_files/HMb/HMb_combat_example.pdf

Great Review. I like to see reviews by people who actually try the game out. HMB is one of those games in which you really can&#039;t fully appreciate the rules without playing it. In play, you get to see how all the concepts work, it&#039;s more than just adding mechanics, they all just mesh so well. 

And yep, I agree with those who say the Shot Clock didn&#039;t need to be in HMB or AHM(Advanced HackMaster).&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7625&#039;,&#039;Greylond&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Hey, I&#8217;ve been running HMB for a while now. My group is one of the PlayTest Groups. Combat is pretty easy after a couple of sessions. My group can go through a combat(6 characters vs 5 or 6 Monsters) in about 15 minutes. The thing(s) that make HMB so great(IMO) is that it takes several game mechanics from the past and combines them in a way that works and makes it feel like a real combat. The best example of Combat is the Free PDF Download that is discussed in the Review. You can find it here: <a href="http://www.kenzerco.com/free_files/HMb/HMb_combat_example.pdf" rel="nofollow">http://www.kenzerco.com/free_files/HMb/HMb_combat_example.pdf</a></p>
<p>Great Review. I like to see reviews by people who actually try the game out. HMB is one of those games in which you really can&#8217;t fully appreciate the rules without playing it. In play, you get to see how all the concepts work, it&#8217;s more than just adding mechanics, they all just mesh so well. </p>
<p>And yep, I agree with those who say the Shot Clock didn&#8217;t need to be in HMB or AHM(Advanced HackMaster).
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7625','Greylond'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: theEmrys</title>
		<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/comment-page-1#comment-7619</link>
		<dc:creator>theEmrys</dc:creator>
		<pubDate>Wed, 07 Oct 2009 11:37:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5078#comment-7619</guid>
		<description>I&#039;ve run HMB a few times now and it really does get easier as you go.  The thing I like the most about the count up system is how you can react as you go... so just because you&#039;re in the middle of a 10 second count up until your next attack doesn&#039;t mean you can&#039;t decide to move, or parry, or fight defensive... Also having movement go on a second by second basis allows for a bit more realistic reactions rather than seeing where they go before you do anything

The defensive roles are also really nice.  It adds a lot more variability to combat.  Also, it was touched on but the &quot;perfect defense&quot; and &quot;near perfect defense&quot; are also quite fun.  That&#039;s when you roll a natural 20 or 19 on your defense... if you succesfully defend, then you get a counter attack (on perfect defense) or an unarmed strike on near perfect.  Also, if you roll a 1 on defense or attack, your opponent could get a free attack on you.  We&#039;ve had some pretty interesting battles where the tied turned quickly due to a defenders roll...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7619&#039;,&#039;theEmrys&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve run HMB a few times now and it really does get easier as you go.  The thing I like the most about the count up system is how you can react as you go&#8230; so just because you&#8217;re in the middle of a 10 second count up until your next attack doesn&#8217;t mean you can&#8217;t decide to move, or parry, or fight defensive&#8230; Also having movement go on a second by second basis allows for a bit more realistic reactions rather than seeing where they go before you do anything</p>
<p>The defensive roles are also really nice.  It adds a lot more variability to combat.  Also, it was touched on but the &#8220;perfect defense&#8221; and &#8220;near perfect defense&#8221; are also quite fun.  That&#8217;s when you roll a natural 20 or 19 on your defense&#8230; if you succesfully defend, then you get a counter attack (on perfect defense) or an unarmed strike on near perfect.  Also, if you roll a 1 on defense or attack, your opponent could get a free attack on you.  We&#8217;ve had some pretty interesting battles where the tied turned quickly due to a defenders roll&#8230;
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7619','theEmrys'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Brent</title>
		<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/comment-page-1#comment-7618</link>
		<dc:creator>Brent</dc:creator>
		<pubDate>Wed, 07 Oct 2009 02:34:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5078#comment-7618</guid>
		<description>Interesting!  Thanks very much for the explanation; you rock.

I wish there were a better way of handling it; that initiative system would great for the giant robot combat system I&#039;m developing, but I think I&#039;d rather avoid the wheel.  Hmmm.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7618&#039;,&#039;Brent&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Interesting!  Thanks very much for the explanation; you rock.</p>
<p>I wish there were a better way of handling it; that initiative system would great for the giant robot combat system I&#8217;m developing, but I think I&#8217;d rather avoid the wheel.  Hmmm.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7618','Brent'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Matthew J. Neagley</title>
		<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/comment-page-1#comment-7616</link>
		<dc:creator>Matthew J. Neagley</dc:creator>
		<pubDate>Tue, 06 Oct 2009 20:00:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5078#comment-7616</guid>
		<description>That kind of initiative system has been around for a while, but the best way of handling it I&#039;ve seen was in White Wolf&#039;s Scion system.  

The way they did it was to have a segmented wheel and a counter for each combatant and one that showed where the &quot;current&quot; initiative was. Each segment of the wheel was one combat second, and each second you moved the &quot;current&quot; counter ahead a segment. If there were other counters on that segment, those combatants got to act. When you acted, you moved your counter forward the correct number of seconds. (If you took an action that took 10 seconds, your counter moved ahead 10 spaces. If you took an action that took 3 seconds, you moved ahead 3 spaces.)  The only hairy part is making sure your wheel has enough segments that combatants can never confuse everything by taking massively long actions and &quot;lapping&quot; the current initiative counter. My guess is that for the most part, actions would fall within a certain maximum time, and actions like ritual casting that could take longer could be noted by a number of chips under them to be removed each pass or something similar.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7616&#039;,&#039;Matthew J. Neagley&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>That kind of initiative system has been around for a while, but the best way of handling it I&#8217;ve seen was in White Wolf&#8217;s Scion system.  </p>
<p>The way they did it was to have a segmented wheel and a counter for each combatant and one that showed where the &#8220;current&#8221; initiative was. Each segment of the wheel was one combat second, and each second you moved the &#8220;current&#8221; counter ahead a segment. If there were other counters on that segment, those combatants got to act. When you acted, you moved your counter forward the correct number of seconds. (If you took an action that took 10 seconds, your counter moved ahead 10 spaces. If you took an action that took 3 seconds, you moved ahead 3 spaces.)  The only hairy part is making sure your wheel has enough segments that combatants can never confuse everything by taking massively long actions and &#8220;lapping&#8221; the current initiative counter. My guess is that for the most part, actions would fall within a certain maximum time, and actions like ritual casting that could take longer could be noted by a number of chips under them to be removed each pass or something similar.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7616','Matthew J. Neagley'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: DNAphil</title>
		<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/comment-page-1#comment-7615</link>
		<dc:creator>DNAphil</dc:creator>
		<pubDate>Tue, 06 Oct 2009 18:47:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5078#comment-7615</guid>
		<description>&lt;a href=&#039;#comment-7612&#039; rel=&quot;nofollow&quot;&gt;@Brent&lt;/a&gt; - I will try to explain it here in the comment. 

You start at the 1st second of combat and continue to go up 1 second at a time.  I will give an example of mid-combat, as the opening of combat is not quite as interesting:

Count: 15
Orc 1: Moves 5ft towards Fighter
Orc 2: Moves 5ft towards Cleric
Fighter: Attacks with sword.  (Now adds 10 to his count based on weapon speed. Acts next on Count 25).
Cleric: Moves 5ft towards Orc 2

Count 16:
Orc 1: Attacks Fighter with Sword (Acts Next on Count 26).
Orc 2: Attacks Cleric (Acts next on Count 26).
Fighter:  cannot act (next action on 25)
Cleric: Attacks Orc 2 (Adds 8 due to weapon speed, acts next on 24).

Count 17, 18, 19, 20, 21, 22, 23: 
No one acts

Count 24:
Orc 1: cannot act
Orc 2: cannot act
Fighter: cannot act
Cleric: Attacks Orc 2 (goes next on 32)

Count 25:
Orc 1: cannot act
Orc 2: cannot act
Fighter: Attacks Orc 1 (goes next on 35)
Cleric: cannot act

Count 26:
Orc 1: Attacks Fighter
Orc 2: Attacks Cleric
Fighter: cannot act
Cleric: cannot act

Hopefully that makes sense.  So faster weapons can actually attack again in the count, before heavier weapons, which is pretty cool.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7615&#039;,&#039;DNAphil&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7612' rel="nofollow">@Brent</a> &#8211; I will try to explain it here in the comment. </p>
<p>You start at the 1st second of combat and continue to go up 1 second at a time.  I will give an example of mid-combat, as the opening of combat is not quite as interesting:</p>
<p>Count: 15<br />
Orc 1: Moves 5ft towards Fighter<br />
Orc 2: Moves 5ft towards Cleric<br />
Fighter: Attacks with sword.  (Now adds 10 to his count based on weapon speed. Acts next on Count 25).<br />
Cleric: Moves 5ft towards Orc 2</p>
<p>Count 16:<br />
Orc 1: Attacks Fighter with Sword (Acts Next on Count 26).<br />
Orc 2: Attacks Cleric (Acts next on Count 26).<br />
Fighter:  cannot act (next action on 25)<br />
Cleric: Attacks Orc 2 (Adds 8 due to weapon speed, acts next on 24).</p>
<p>Count 17, 18, 19, 20, 21, 22, 23:<br />
No one acts</p>
<p>Count 24:<br />
Orc 1: cannot act<br />
Orc 2: cannot act<br />
Fighter: cannot act<br />
Cleric: Attacks Orc 2 (goes next on 32)</p>
<p>Count 25:<br />
Orc 1: cannot act<br />
Orc 2: cannot act<br />
Fighter: Attacks Orc 1 (goes next on 35)<br />
Cleric: cannot act</p>
<p>Count 26:<br />
Orc 1: Attacks Fighter<br />
Orc 2: Attacks Cleric<br />
Fighter: cannot act<br />
Cleric: cannot act</p>
<p>Hopefully that makes sense.  So faster weapons can actually attack again in the count, before heavier weapons, which is pretty cool.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7615','DNAphil'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Revil Fox</title>
		<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/comment-page-1#comment-7613</link>
		<dc:creator>Revil Fox</dc:creator>
		<pubDate>Tue, 06 Oct 2009 18:43:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5078#comment-7613</guid>
		<description>@Brent Not really. The way I do it with my group is to just call out each number, and if anyone has anything they want to do on that number they let me know. The thing to remember about the inititive system in Hackmaster is that it truly is free of rounds. Your weapon speed doesn&#039;t mean you can only act once every x number of seconds. If I attack you on the count of seven, and my weapon speed is 10, then I won&#039;t be able to make another meaningful attack until 17. But if it looks like the tide of the battle is turning in your favor, I can try moving away as early as count number 8.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7613&#039;,&#039;Revil Fox&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Brent Not really. The way I do it with my group is to just call out each number, and if anyone has anything they want to do on that number they let me know. The thing to remember about the inititive system in Hackmaster is that it truly is free of rounds. Your weapon speed doesn&#8217;t mean you can only act once every x number of seconds. If I attack you on the count of seven, and my weapon speed is 10, then I won&#8217;t be able to make another meaningful attack until 17. But if it looks like the tide of the battle is turning in your favor, I can try moving away as early as count number 8.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7613','Revil Fox'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Brent</title>
		<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/comment-page-1#comment-7612</link>
		<dc:creator>Brent</dc:creator>
		<pubDate>Tue, 06 Oct 2009 18:22:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5078#comment-7612</guid>
		<description>Thanks so much for the review! Very helpful.

Can you explain a bit more about how the initiative system works during combat?  How do you keep track of who&#039;s coming up next, practically speaking?

I envision a game where everyone has a separate &quot;countdown&quot; -- player one says, &quot;I have 10 seconds until my next turn,&quot; player two says &quot;I have 7 seconds,&quot; the GM says, &quot;I have 3 seconds,&quot; etc., so you then fast-forward to the next available turn (in this case, 3 seconds from now), so everyone has to subtract that number of seconds (in this case, 3) from their countdown.  Is that how it works?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7612&#039;,&#039;Brent&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Thanks so much for the review! Very helpful.</p>
<p>Can you explain a bit more about how the initiative system works during combat?  How do you keep track of who&#8217;s coming up next, practically speaking?</p>
<p>I envision a game where everyone has a separate &#8220;countdown&#8221; &#8212; player one says, &#8220;I have 10 seconds until my next turn,&#8221; player two says &#8220;I have 7 seconds,&#8221; the GM says, &#8220;I have 3 seconds,&#8221; etc., so you then fast-forward to the next available turn (in this case, 3 seconds from now), so everyone has to subtract that number of seconds (in this case, 3) from their countdown.  Is that how it works?
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7612','Brent'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: DNAphil</title>
		<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/comment-page-1#comment-7611</link>
		<dc:creator>DNAphil</dc:creator>
		<pubDate>Tue, 06 Oct 2009 17:58:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5078#comment-7611</guid>
		<description>&lt;a href=&#039;#comment-7610&#039; rel=&quot;nofollow&quot;&gt;@Scott Martin&lt;/a&gt; - I am glad that the targeting wheel did not come over either. As much fun as it was for A&amp;8, not sure it would have translated to HMb as well.

Modifiers were pretty few. There are a few cases where you need to know what sized defensive die to use so that part was easy enough.

As for specialty rules there are a few rules that you have to use in running combat: Knock Back, Perfect and Near-Perfect defense, etc.  Those are not hard but did require a little page flipping to check during combat.

There are some other offensive and defensive moves: Using Reach, Setting for a Charge, Yielding Ground, etc that you could use or not during combat.  Most of my players did not used them, but I suspect in a few more combats, they would have started trying them out as well.  Those required a quick review as well.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7611&#039;,&#039;DNAphil&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7610' rel="nofollow">@Scott Martin</a> &#8211; I am glad that the targeting wheel did not come over either. As much fun as it was for A&amp;8, not sure it would have translated to HMb as well.</p>
<p>Modifiers were pretty few. There are a few cases where you need to know what sized defensive die to use so that part was easy enough.</p>
<p>As for specialty rules there are a few rules that you have to use in running combat: Knock Back, Perfect and Near-Perfect defense, etc.  Those are not hard but did require a little page flipping to check during combat.</p>
<p>There are some other offensive and defensive moves: Using Reach, Setting for a Charge, Yielding Ground, etc that you could use or not during combat.  Most of my players did not used them, but I suspect in a few more combats, they would have started trying them out as well.  Those required a quick review as well.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7611','DNAphil'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/comment-page-1#comment-7610</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 06 Oct 2009 16:38:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5078#comment-7610</guid>
		<description>Sounds interesting, and like some of the good stuff from Aces and Eights made its way over. It sounds like they didn&#039;t bring over the targeting wheel for ranged attacks, which was probably good-- or may be an advanced rule.

It sounds like you found combat easy enough to run the first time through [though there&#039;s a learning curve as the poor wizard found out]. Other than counting up, were there lots of modifiers or specialty rules to consult, or was combat pretty streamlined?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7610&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Sounds interesting, and like some of the good stuff from Aces and Eights made its way over. It sounds like they didn&#8217;t bring over the targeting wheel for ranged attacks, which was probably good&#8211; or may be an advanced rule.</p>
<p>It sounds like you found combat easy enough to run the first time through [though there's a learning curve as the poor wizard found out]. Other than counting up, were there lots of modifiers or specialty rules to consult, or was combat pretty streamlined?
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7610','Scott Martin'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tyson J. Hayes</title>
		<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/comment-page-1#comment-7609</link>
		<dc:creator>Tyson J. Hayes</dc:creator>
		<pubDate>Tue, 06 Oct 2009 16:24:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5078#comment-7609</guid>
		<description>@rwenderlich &amp; @revil fox

Personally if I were running it I&#039;d roll at the same time, preferably playing some gun showdown music (which I have no idea what it&#039;s called).  If only for the lol factor.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7609&#039;,&#039;Tyson J. Hayes&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@rwenderlich &amp; @revil fox</p>
<p>Personally if I were running it I&#8217;d roll at the same time, preferably playing some gun showdown music (which I have no idea what it&#8217;s called).  If only for the lol factor.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7609','Tyson J. Hayes'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: DNAphil</title>
		<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/comment-page-1#comment-7608</link>
		<dc:creator>DNAphil</dc:creator>
		<pubDate>Tue, 06 Oct 2009 16:20:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5078#comment-7608</guid>
		<description>&lt;a href=&#039;#comment-7604&#039; rel=&quot;nofollow&quot;&gt;@Lee Hanna&lt;/a&gt; - My first experience with the Count Up was playing a demo of Aces &amp; Eights.  If you like Westerns and not afraid of some mechanical crunch, Aces &amp; Eights is an amazing book.

I really was impressed with the combat system for HackMaster Basic.  I am anxious to see how the combat rules expand in the Advanced book, because there are a few hints that additional rules are forthcoming, including Crit Tables.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7608&#039;,&#039;DNAphil&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7604' rel="nofollow">@Lee Hanna</a> &#8211; My first experience with the Count Up was playing a demo of Aces &amp; Eights.  If you like Westerns and not afraid of some mechanical crunch, Aces &amp; Eights is an amazing book.</p>
<p>I really was impressed with the combat system for HackMaster Basic.  I am anxious to see how the combat rules expand in the Advanced book, because there are a few hints that additional rules are forthcoming, including Crit Tables.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7608','DNAphil'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: DNAphil</title>
		<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/comment-page-1#comment-7607</link>
		<dc:creator>DNAphil</dc:creator>
		<pubDate>Tue, 06 Oct 2009 16:18:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5078#comment-7607</guid>
		<description>&lt;a href=&#039;#comment-7603&#039; rel=&quot;nofollow&quot;&gt;@rwenderlich&lt;/a&gt; - I agree with Revil Fox. The extra roll did not take any more time in combat, and what I liked was that the determination if a player was going to be hit, was partly in the hands of the player. A player on a hot rolling streak can save themselves, in the face of a GM having a good rolling night.

On the flip side of that, a player on a bad rolling streak is going to get some extra lumps.  But that is what the Dice chapter is for.

As a note, D&amp;D 3.0 can work just like this.  The Arcana Unearthed, shows you that the formula for AC 10 + modifiers, is a Take 10 on a defensive roll. So for 3.x players out there that want to try Defensive rolls, almost no changes to your game are necessary.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7607&#039;,&#039;DNAphil&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7603' rel="nofollow">@rwenderlich</a> &#8211; I agree with Revil Fox. The extra roll did not take any more time in combat, and what I liked was that the determination if a player was going to be hit, was partly in the hands of the player. A player on a hot rolling streak can save themselves, in the face of a GM having a good rolling night.</p>
<p>On the flip side of that, a player on a bad rolling streak is going to get some extra lumps.  But that is what the Dice chapter is for.</p>
<p>As a note, D&amp;D 3.0 can work just like this.  The Arcana Unearthed, shows you that the formula for AC 10 + modifiers, is a Take 10 on a defensive roll. So for 3.x players out there that want to try Defensive rolls, almost no changes to your game are necessary.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7607','DNAphil'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Revil Fox</title>
		<link>http://www.gnomestew.com/reviews/hackmaster-basic-review-part-2-combat/comment-page-1#comment-7606</link>
		<dc:creator>Revil Fox</dc:creator>
		<pubDate>Tue, 06 Oct 2009 15:59:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5078#comment-7606</guid>
		<description>@rwenderlich To be honest, it doesn&#039;t really take any extra time if you have each person roll together.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7606&#039;,&#039;Revil Fox&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@rwenderlich To be honest, it doesn&#8217;t really take any extra time if you have each person roll together.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7606','Revil Fox'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
</channel>
</rss>

