What's New With Iron Crown Enterprises?

High Adventure Roleplaying (HARP) was born in 2003 in a desire to offer the slick combat table approach of Rolemaster in an easier-to-digest faster-to-play format. Despite wary detractor’s concerns the final product bears only a cursory semblance to its more complex and detailed cousin.


High Adventure Roleplaying (HARP)
was born in 2003 in a desire to offer the slick combat table approach of Rolemaster in an easier-to-digest faster-to-play format. Despite wary detractor’s concerns the final product bears only a cursory semblance to its more complex and detailed cousin.

In 2011 Guild Companion Publications took over the helm for Iron Crown Enterprises. Their first releases were HARP Sci-Fi followed by HARP Sci-Fi Extreme. Correcting several errors and refining rules from fan input, the revised printing of HARP Fantasy was released later in 2011.

The HARP system is level-based, uses Professions instead of classes, has a broad detailed skill list and reads much like ICE’s alternative to D&D. The differences are in the details.

In HARP combat you roll an open-ended d100 roll; a result of 96 – 100 “explodes” keeping the previous roll, rerolling and adding the new results. The open-ended roll has no upper limit. Adding a skill modifier, considering any penalties and subtracting your opponent’s defense yields the attack result. The size of the attack or weapon then adds or subtracts from the attack result.

You then look up this result on the combat table for your attack. Results have a descriptive component, the number of "hits' subtracted from Endurance, the number of points added to an ongoing Action Penalty, and a possible number of points of Bleeding. Combat ebbs and flows with vivid descriptions and gritty consequences based on this fast single-roll lookup on a table.

Magic, detailed in the core book and the supplement HARP College of Magics, uses a Power Point (PP) concept where each spell requires a minimum PP cost and allows the caster to invest more PP to “power up” the spell. This flexibility grants plentiful options for the various spellcasting professions.

Races in HARP not only allow for the mainstream fantasy choices but offer up Lesser and Greater Racial Hybrids. Taking one of these options could create a Gnomish Blooded Dwarf or an Elven Blooded Gryx.

The latest release HARP Folkways presents an interesting format for a game supplement. The first half of the book informs with a detailed take on the “20 questions” approach, guiding the GM through the process of creating distinctive cultures. The last half of the book details a plethora of new races, professions and options for players. I found this book not only entertaining to read but imminently useful for fleshing out cultures.

The revised HARP Loot made its debut late last year. The traditional treasure tables are included with additional options for using land, titles and favors as rewards. Wrapping up the book are guidelines for creating a catalog of magic items both simple and fantastic.

The much-anticipated revised HARP Bestiary is due out in two to three months based on forum interactions with the line developer. Print-on-demand and PDF books are available from the various OBS sites.

[Links to products are affiliate links. If you buy something I get a small commission.]
 

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pming

Legend
Hiya!

If by 'just' you mean almost two years go. Beta 2 started 6/2015.

LOL! Yeah, I guess "just" isn't quite the correct adjective...then again, 2 years isn't a very long time. I've my own fantasy RPG I started back in 2004. I'm now on "beta 3"...but I'm just one guy, so there is that. ;)

Also, I looked at the credits to the Beta 2; seems ICE isn't the ones doing the grunt work on this. O_O I thought for sure they were doing the upgrade...oh well.

Man...I sure did fail that original post of mine! Sorry guys. :(

^_^

Paul L. Ming
 

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aramis erak

Legend
The Rolemaster Arms Law critical tables and fumble tables were always my favorite part of that system.
IMHO, Rolemaster was very crunchy. Many modifiers and calculations came into play with their system, but you only rolled once to determine hit and any damage.
The open ended D100 system is fun to work with if you like the crunchy aspect of the system.
I will need to look into HARP to see if it that system would have greater appeal to my non-numbers-crunchy players.

Per attack, roll 1 to 5 times, actually, depending upon criticals. (A crit triggers 1-2 rolls on the crits tables, and those sometimes add another roll.)

Gotta love those G crits... (Resolved as F crit and an A crit)
 


araquael

Explorer
I discovered the ICE Lord of the Rings game much later than my involvement in HARP, and man, I gotta say, I love the 2d6 implementation of something that's still very ICE-ish.

It would be my dream system for something, but I can't quite work out what.
 





Madmaxneo

Explorer
Per attack, roll 1 to 5 times, actually, depending upon criticals. (A crit triggers 1-2 rolls on the crits tables, and those sometimes add another roll.)

Gotta love those G crits... (Resolved as F crit and an A crit)
Not sure where you get G crits and F crits from...
Rolemaster uses crit ranges from A through E, with E being the deadliest. For attacks you first roll your attack dice, look up the result and if a crit is indicated you roll on the appropriate crit table. Sometimes a stun was indicated and the defender could choose to make a stunned maneuver roll but other than that there were no other rolls to be made. There were optional rules for wrap around on the combat tables and in that case one could get more than one crit.
Now all this has to do with the older editions of RM and I am not that familiar with the way crits work in RMU (Rolemaster Unified). FYI, RMU is all supposed to be the good things from all the older version of RM and removing most of if not all the bad stuff, this according to fans like myself and some on here.

HARP is a great system and I have been running a campaign for the last two years using the HARP system but using a modified combat system I have been designing. I use an action point (AP) system that was inspired by CEATS (RMC V or VI) and a combat system that is inspired from the RM 2 roll combat and crit system only much more simple. There is a special thread on the HARP forums for beta testing my combat system, though without my AP system as I am still beta testing that with my group. Within the next month or two I will be putting out a new version of my combat charts for beta testing.
 

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