Sterno
May 7th, 2020, 01:03
If anyone is interested in helping, let me know. I started with the 2E ruleset by Celestian and have been modifying it to work with Hackmaster 4th Edition. Here's what I've done so far in the last two weeks:
- Damage rolls roll penetrating dice automatically.
- All monsters have a 20 hit point kicker when rolling for hit points. (PCs need to add this manually during character creation atm, though that should be easy to fix)
- Manual commands to roll penetrating dice
- Fumble tables (but not crit tables yet). Need to be rolled manually atm, though it would be pretty easy to tie it into a roll of 1 on attack.
- Uses Attack Matrices for monsters (but not players yet... they still use Thac0)
- Added Comeliness stat
- Modified stats bonuses (to-hit for strength, reaction adjustment, etc) to match what HM4 does, and uses percentiles.
- Added honor and display of honor dice and whether or not you're in great honor/dishonor
- Added in save vs apology (not added into class progression yet... needs to be set manually)
- Added Fatigue Factor, save vs Fatigue, and a way to increment/decrement fatigue which can trigger fatigue penalties to stats. Currently a manual process of clicking to increment/decrement the fatigue counter.
- Tracking armor/shield damage and modifying the AC of your armor based on its damage is working and mostly automated. It's fully automated for armor. For shields hits, you have to hold "alt" while rolling damage for it to apply to the target's shield (following through to the target appropriate if the shield breaks)
- Detecting when a threshold of pain check needs to be made
- Detection of when a miss hit a shield (only works for PCs right now, as monsters would need some special coding to account for shield AC vs normal AC)
- +1 or -1 added to each die for damage and attack rolls when in great honor or dishonor.
- Changed how initiative works. No modifiers for monster size like in 2e. Reaction adjustment affects initiative.
- Missile weapons now use a fixed initiative like in Hackmaster (though it doesn't automatically handle ROF > 1 yet)
- Spells now use a fixed initiative (+1d4 if they have material components)
- Added spell mishap tables
- Added rolling for quirks and flaws (mainly because it was needed for the spell mishap tables)
- Initiative rollover when initiative is past 10. In Hackmaster, going after 10 means you go on the next round at init - 10. So init 12 means you actually don't go until 2 on the next round.
- Critical hit tables
- Detection of shield hits for monsters
There's also a lot of work I've done that probably isn't shareable, as a lot of it involved loading up the AD&D Player's Handbook module and then copying and modifying items, races, and classes to reflect their Hackmaster counterparts, plus inputting skills and talents.
Things I still want to add, ruleset-wise:
- Fully automate damage being applied to shields when appropriate. Just need to figure out how to pass the "You hit a shield" info on the attack roll to the damage handling.
- Attack matrices for PCs
- Auto-add the 20 point kicker for PCs
- Allow for special damage penetration rules in certain cases, like with crossbows (which penetrate on die max and die max -1)
- Automatically adding +1 to each die for great honor or -1 to each die for dishonor for appropriate roll types other than attack/damage (which are implemented).
- Automatically dealing with the xp bonus/penalty based on your honor. The 2E ruleset currently doesn't really support bonuses that change over time.
- Add apology save progression to classes.
- Something to help with awarding honor mid-game
- Refactor this whole thing into one or more extensions
- Automatically add a point of fatigue (max once per round) to a character when they attack.
https://github.com/drplote/FantasyGroundsHackmaster
- Damage rolls roll penetrating dice automatically.
- All monsters have a 20 hit point kicker when rolling for hit points. (PCs need to add this manually during character creation atm, though that should be easy to fix)
- Manual commands to roll penetrating dice
- Fumble tables (but not crit tables yet). Need to be rolled manually atm, though it would be pretty easy to tie it into a roll of 1 on attack.
- Uses Attack Matrices for monsters (but not players yet... they still use Thac0)
- Added Comeliness stat
- Modified stats bonuses (to-hit for strength, reaction adjustment, etc) to match what HM4 does, and uses percentiles.
- Added honor and display of honor dice and whether or not you're in great honor/dishonor
- Added in save vs apology (not added into class progression yet... needs to be set manually)
- Added Fatigue Factor, save vs Fatigue, and a way to increment/decrement fatigue which can trigger fatigue penalties to stats. Currently a manual process of clicking to increment/decrement the fatigue counter.
- Tracking armor/shield damage and modifying the AC of your armor based on its damage is working and mostly automated. It's fully automated for armor. For shields hits, you have to hold "alt" while rolling damage for it to apply to the target's shield (following through to the target appropriate if the shield breaks)
- Detecting when a threshold of pain check needs to be made
- Detection of when a miss hit a shield (only works for PCs right now, as monsters would need some special coding to account for shield AC vs normal AC)
- +1 or -1 added to each die for damage and attack rolls when in great honor or dishonor.
- Changed how initiative works. No modifiers for monster size like in 2e. Reaction adjustment affects initiative.
- Missile weapons now use a fixed initiative like in Hackmaster (though it doesn't automatically handle ROF > 1 yet)
- Spells now use a fixed initiative (+1d4 if they have material components)
- Added spell mishap tables
- Added rolling for quirks and flaws (mainly because it was needed for the spell mishap tables)
- Initiative rollover when initiative is past 10. In Hackmaster, going after 10 means you go on the next round at init - 10. So init 12 means you actually don't go until 2 on the next round.
- Critical hit tables
- Detection of shield hits for monsters
There's also a lot of work I've done that probably isn't shareable, as a lot of it involved loading up the AD&D Player's Handbook module and then copying and modifying items, races, and classes to reflect their Hackmaster counterparts, plus inputting skills and talents.
Things I still want to add, ruleset-wise:
- Fully automate damage being applied to shields when appropriate. Just need to figure out how to pass the "You hit a shield" info on the attack roll to the damage handling.
- Attack matrices for PCs
- Auto-add the 20 point kicker for PCs
- Allow for special damage penetration rules in certain cases, like with crossbows (which penetrate on die max and die max -1)
- Automatically adding +1 to each die for great honor or -1 to each die for dishonor for appropriate roll types other than attack/damage (which are implemented).
- Automatically dealing with the xp bonus/penalty based on your honor. The 2E ruleset currently doesn't really support bonuses that change over time.
- Add apology save progression to classes.
- Something to help with awarding honor mid-game
- Refactor this whole thing into one or more extensions
- Automatically add a point of fatigue (max once per round) to a character when they attack.
https://github.com/drplote/FantasyGroundsHackmaster