/hack v1.5


I've spent some time giving /hack a serious overhaul. As you may recall, I wrote this while sick with the flu, and while I think the concept is still solid, some of the execution was pretty lacking. So in addition to some minor wording tweaks, the highlights are:

  • Several effects revised or replaced to avoid boring or pointless effects (or no effect at all)
  • Most of the defence crit table entries replaced to give benefits to the defender rather than detriments to the attacker
  • Overall, an eye to keeping effects realistic for melee and ranged combat
  • Several effects involve rolling additional dice, so I added a general rule that these additional rolls introduce additional effects
  • An emphasis on interesting or escalating interactions between mutual crits, mutual fumbles, and crit/fumble combos

I gave some serious thought to increasing chances of attack crits, but the results were messy on a lot of levels. In the end, I decided to leave crits and fumbles on max rolls and 1s, respectively. So bigger weapons have a smaller chance of getting crits on their own, but they have higher average damage and are able impose more punishing consequences on defence crits, which will happen relatively more frequently. This also adds a little bit of a strategic layer when it comes to selecting weapons--do you want to get less powerful effects more often, or have the opportunity for bigger effects?-- without a lot of ad hoc mechanics.

I hope you enjoy this updated version! If you have any questions or suggestions, please get in touch!

Files

slash hack v1.5.pdf 48 kB
Mar 18, 2023
slash hack v1.5 - printer friendly.pdf 77 kB
Mar 18, 2023

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