Too Many Hacks

After reading The Black Hack, reviews of Whitehack, and Sharp Swords and Sinister Spells (yet another “Hack” system hack)…

Hack a Character

Roll 3d6 for a series of stats, such as: STR(ength), DEX(terity), END(urance), INT(elligence), POW(er), PRE(sence)

In most cases, your character rolls equal or less than a stat on D20 to succeed in some effort they might reasonably attempt under pressure, given their background and inclinations. Modifiers apply to shift the stat target. A “1” always succeeds and usually grants a critical result.

Magic-using types might select two or three spell options (see Hack Magic), but lack battle experience.

When characters advance, they get a chance to raise their stats. Maybe another chance to raise a favoured stat.

Hack Combat

Generally, roll against STR to hack at things, and DEX to avoid being hacked, or shoot something.

Only a character with battle experience can attack and avoid in the same round (so green fighters have to choose to attack or dodge).

Creatures get HP (the GM rolls a number of dice) and Ranks that apply to rolls in combat:

Hack Magic

Spell casters burn MPs to launch magic. They roll against INT or POW when under pressure.


source https://rpg-tinker.blogspot.fr/2017/12/too-many-hacks.html