>>3080230hackmaster is made for rerolling. part of the charm is the obscene difficulty in which you gain a playable character. hackmaster gets cred for this since it's a part of the tounge in cheek design. WHRP does not. the chances for rolling high stats are extremely slim in hackmaster, you are expected to gain enough BPs to make a character playable through flaws, which has a large chance to cripple your character. nobody would enter and play a longterm character that's useless. say a character who has below 10 in all stats, lost both his arms and died in fighter school(real table entries).
WHRP tries to patch up their random stat generation design by giving dubious 'benefits' like fate points and an ability to gain a single 'average' score. it's implicated that you take a character and like it.
while hackmaster has an array of tools to bring into play against 'cheaters' who take excessive amounts of flaws, there are no backsides to re-rolling WHRP. which is why it should be avoided. which is why any and all inbalances in that system are all the more severe. in hackmaster the severity isn't just an expression of its gritty and brutal atmosphere(that's there long after character generation), but part of the charm.
in WHRP you can 'win out' during character generation, whereupon any grittiness in combat does not depend on the player, but his unfortunate circumstances.
if youre still gonna bring hackmaster up, don't bother. you don't seem to have grasped the humor they were aiming for. i'm gonna call this a night.