Sunday, November 1, 2026

Loving the Simplicity of Hack'D

I am really enjoying the simplicity of Hack'D & Slash'D from a character advancement and balance perspective. For example, there are no rules about wizards and the type of armor they may wear. The reality is that if you are going to put points in might, which you need to wear armor, you're not going to have those points for mind, which you're going to really need for magic. 

I don't have to put level caps on magic progression for secondary casters, because they aren't going to have the mind rank to cast high-level spells. Your armor progression is capped at your might score - if you want to be decent in melee fighting (like a cleric or thief), you're going to want a decent amount of might (which will allow you to wear studded leather or chainmail). But as a cleric, you're going to need points in mind to access the most powerful spells as you advance to higher levels, and as a thief you're going to want points in reflex to evade ranged effects and to maximize ranged damage. A paladin may cap his mind at 3, giving him eventual access to mid-level light magic, but only a dedicated caster is going to be able to eventually cast rank 6 magic. If I want to be a longbowman, I'm going to end up with decent might and excellent reflex, but I won't be able to also be a caster, because my points are dedicated elsewhere. 

You can absolutely be a hybrid character (my twins were both hybrids), but you're not going to deal as much damage as a dedicated fighter or mage. Because of the way the numbers work, you are going to have to sacrifice damage output for versatility. It's a very internally balanced game without arbitrary rules to maintain that balance.

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