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<blockquote data-quote="aramis erak" data-source="post: 9000100" data-attributes="member: 6779310"><p>Jackals combat and damage rules are closer to the tone of Hârn than OpenQuest 2E is. (I was able to borrow a copy.) </p><p></p><p>OQ is standard unified HP with an optional major wound threshold, and pretty severe effects for a major wound. (essentially, disabling temporarily and permanently debilitating). Without the Major Wound rules, it's vanilla HP to 0 then die. With it, it's far more severe than Hârnmaster 3. OQ magic is pretty much a minor simplification of RuneQuest's.</p><p></p><p>Jackals has a 2 kinds of hit points system, one which refreshes after 10 min, the other one taking days to heal; the lasting wounds do not get resolved instantly, but only for survivors of the combat, and range from minor (scars) to major (amputations)... as with Hârnmaster, not all injuries leave major damage.</p><p></p><p>To get the feel right for Hârn as one interprets it (which varies), one might need to adjust the valor and wounds somewhat for Jackals, or play with the wound table mods; one will need to adjust magic as well.</p><p></p><p>So, they are definitely not interchangeable recommendations. (I also find it tiresome that so many people think that just because a game uses the SRD of another that the original can substitute for it interchangeably; that was largely true only for the height of the d20 glut.)</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9000100, member: 6779310"] Jackals combat and damage rules are closer to the tone of Hârn than OpenQuest 2E is. (I was able to borrow a copy.) OQ is standard unified HP with an optional major wound threshold, and pretty severe effects for a major wound. (essentially, disabling temporarily and permanently debilitating). Without the Major Wound rules, it's vanilla HP to 0 then die. With it, it's far more severe than Hârnmaster 3. OQ magic is pretty much a minor simplification of RuneQuest's. Jackals has a 2 kinds of hit points system, one which refreshes after 10 min, the other one taking days to heal; the lasting wounds do not get resolved instantly, but only for survivors of the combat, and range from minor (scars) to major (amputations)... as with Hârnmaster, not all injuries leave major damage. To get the feel right for Hârn as one interprets it (which varies), one might need to adjust the valor and wounds somewhat for Jackals, or play with the wound table mods; one will need to adjust magic as well. So, they are definitely not interchangeable recommendations. (I also find it tiresome that so many people think that just because a game uses the SRD of another that the original can substitute for it interchangeably; that was largely true only for the height of the d20 glut.) [/QUOTE]
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