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Hackbut – Character Classes – Cleric

The cleric gets it (Stefan Poag)

Okay, here are some design notes on the cleric class in Hackbut. This is the first of the classic four classes that are in my game. I will cover them in alphabetical order.

As previously mentioned in “the basics”, the chassis for my classes is from Hungarian retroclone KéK.

Using the cleric as described there as a base, I added and changed the following things:

  • I explicitly disallow missile weapons. Some allow slings, for example, but I don’t like the visual image it conjures up. If a cleric wants to kill something from a distance, they will have to use flaming oil flasks or holy water.
  • I replaced the classic turn undead mechanic with a d20-based approach taken from Necropraxis. The only thing I changed was that players get to add their WIS mod in stead of CHA, because I interpret turning as an expression of true faith rather than leveraging your force of personality. The main reason I went looking for an alternative to the classic mechanic was that I wanted something that does not require use of a lookup table, because I am all about speed of play at the table. This alternate mechanic does skew the odds of successful turning and destroying significantly in favour of the players. But if handled as an encounter action, it does not upset game balance too much, in my experience. Also, in Castle Xyntillan, named undead can never be destroyed, only turned. (If you want something that is mathematically equivalent of the table-based OD&D mechanic, I recommend Delta’s take.)
  • With regards to divine spell casting, I have clerics not carry a spell book. They gain access to all spells of the levels they can cast automatically at level-up. They do need to memorize spells, just like magic-users do.
  • The spell descriptions in Hackbut are adapted from an unofficial OED-style list of cleric spells created by “baquies”. These are basically exactly the spells that clerics get in OD&D, but the descriptions themselves are streamlined and harmonized. They’ve been working great so far.

And that’s basically it. As I’ve mentioned in the previous post, clerics work great in a pseudo-historical early renaissance campaign setting if you lean into their faux catholic demon hunter characterization. They’ve gone from a class that I’d rather cut from D&D, to possibly my favorite class of the classic four.

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Rules

Hackbut – Character Classes – The Basics

It’s been a while since I last posted about Hackbut. We’ve covered core mechanics, abilities, alignment and character creation. Now it’s time to dig into the character classes.

Hackbut has the four classic classes. I did not spend a lot of time debating this. OD&D has cleric, fighter and magic-user. Greyhawk added the thief, and after that, came the rest. But those four cover the spectrum one needs in a classic medieval fantasy game.

I have a conflicted relationship with the cleric. In my homebrew setting I lean towards sword and sorcery, and so demon-hunting clergy are a bit of an ill fit. But it was clear from the get-go that I needed clerics in there for compatibility with the assumed rule set for Castle Xyntillan. And upon reflection, now that we are (at the time of writing) over 15 sessions in, the classic D&D cleric can be a lot of fun if the setting leans into its pseudo-catholic nature. So yeah, the cleric stays. Four classes it is.

As I’ve previously mentioned, the chassis for the Hackbut classes are taken from the Hungarian retroclone Kazamaták és Kompániák (KéK). Ynes Midgard translated them into English on his blog. When I saw those I felt like I had the kernel in my hands for the D&D hack that I wished for. Really the main thing about them is that the progression goes up to level six. I like a low-powered game, so seeing an example of how it could be achieved in a classic D&D framework was inspiring.

I changed a few things about the classes of course, as a home brewer is prone to do. I previously talked about saving throws, how I swapped those out for the unified save from Swords & Wizardry. One more thing I changed since posting about that is to express that unified saving throw as a “base save bonus” that gets added to a d20 roll against a fixed target number of 15. Players continuously struggled with the original save mechanic. This appears to be more intuitive for them because it resembles the target 20 attack roll mechanic we use.

Then there were a few less significant changes. I massaged the XP values on the thief a tiny bit. It bothered me those did not start at 1.250 and progressed from there. An insignificant change, but I’m just particular like that.

Another tweak I made was to the weapons allowed for the thief and the magic-user. Again, mostly just small changes because of personal preference. The thief is allowed leather armor only (no shields); hand axe, club, dagger, spear, staff, short sword, short bow, light crossbow and sling. The magic-user is allowed no armor at all; and clubs, daggers and staves.

I made further changes to the specific abilities of each class, but I will save discussing those for future posts. I’ll just close by saying that those KéK classes have served me well as a base for my game, and I recommend checking them out.