One of the things I did like about HMb is the quickstart rules. I think this is something that should have been done years ago for HM4 and since I am a big believer in borrowing ideas across games, here is my draft for HM4 quickstart rules. Keep in mind, this is not meant to produce HMA sanctioned characters or produce characters with the same depth as the normal character generation rules. The goal here is to allow players to generate playable characters in 10 minutes or less, something nearly impossible using the standard character generation rules. Also keep in mind I based my choices on my own perceptions of the various in game stereotypes and you are free to change anything you don't like. When I get more time, I will make up stock equipment loads to speed up equipping characters and I may add the remaining races and classes.
1. Roll 3d6 seven times, assign the rolls to attributes as you like and then roll 1d100 to determine the fractional score for each attribute.
2. Determine your starting Honor by adding all seven of your attributes together, including fractional scores for instance, treating a 10/52 as 10.52, and dividing the number by 7.
4. Select your class. Adjust your attributes according to your class. Each Character receives maximum Hit Points.
Cleric: +2 Wisdom
Fighter: +2 Strength
Magic User: +2 Intelligence
Thief: +2 Dexterity
5. Assign Skills:
All Characters Receive the following skills:
Language Modern (Common): Intelligence + Honor Die + 1d10 (Humans receive Common at 100%)
Language Modern (Racial Language): 100% (Humans do not receive an additional language)
Reading/Writing (Racial Language): Intelligence + Honor Die + 1d10
Riding: Horse: Dexterity + Honor Die + 1d10
Swimming (Dog paddle): Strength + Honor Die + 1d10
Thieves:
Appraising: Intelligence + Honor Die + 1d12
Street Cred: Charisma + Honor Die + 1d12
Parley: Charisma + Honor Die + 1d12
Elf:
Fishing: Wisdom + Honor Die + 1d20
Forage for food: Wisdom + Honor Die + 1d20
Survival: Wisdom + Honor Die + 1d20
Dwarf:
Coin Pile Numerical Approximation: Intelligence + Honor Die + 1d20
Mining: Wisdom + Honor Die + 1d20
Mountaineering: Strength + Honor Die + 1d20
Human:
Agriculture: Wisdom + Honor Die + 1d20
Animal Lore: Intelligence + Honor Die + 1d20
Maintenance: Wisdom + Honor Die + 1d20
Halfling:
Cooking: Intelligence + Honor Die + 1d20
Culinary Arts: 50%
Singing: Charisma + Honor Die + 1d20
Additionally, each character may roll twice on the following table for additional skills, if the same skill is rolled a second time, the player increases the skill by rolling an 1d8 and adding to the current skill level.
1 No additional skill
2 Botany: Intelligence + Honor Die + 1d8
3 Fire building: Wisdom + Honor Die + 1d8
4 First Aid (Cauterize Wound): Intelligence + Honor Die + 1d8
5 Gaming: Charisma + Honor Die + 1d8
6 Haggle: Charisma + Honor Die + 1d8
7 History (World): Wisdom + Honor Die + 1d8
8 Mapless Travel: Wisdom + Honor Die + 1d8
9 Ulterior Motive: Charisma + Honor Die + 1d8
10 Player Choice
6. Roll 1 Quirk from table 6H (PHB Page 93), Reroll a result of 96-100. Roll 1 Flaw from table 6B (PHB Page 91), Reroll a result of 71-100.
7. Choose weapon proficiencies and roll for Magic User spells if appropriate.
8. Roll for starting money on table 4M (PHB Page 80) and equip the character.
I have finally gotten around to doing a couple revisions.
Added all the PC races
Included a table for rolling Quirks and Flaws
Expanded the random skill chart to a d20 roll
As with anything, adding choices adds complication. I will leave the original document available for those who prefer it. There will be a 3rd revision, which will add some sort of table for rolling a random Talent, but it might be weeks before I get back to this, so I am posting now.
Comments, ideas, expansions and modifications are welcome. Keep in mind though, I will not expand this document beyond 4 pages. Anything longer than 4 pages will be moving into "HackMaster Lite" territory, which I am unwilling to do because I fear copyright lawyers.
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