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D&D players, tell me about your HARP games
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<blockquote data-quote="der_kluge" data-source="post: 2445488" data-attributes="member: 945"><p>Was that my review?</p><p>here: <a href="http://www.enworld.org/reviews.php?do=review&reviewid=2442472" target="_blank">http://www.enworld.org/reviews.php?do=review&reviewid=2442472</a></p><p></p><p>-- Does it play faster and easier than D&D 3.5?</p><p></p><p>I think this is largely up to the GM. Combat seems to take a bit longer, but then, it's also a bit deadlier, so it kind of balances out. I think the trick in HARP is to just avoid combat altogether. Where D&D kind of encourages it. That's my impression.</p><p></p><p></p><p>-- Can you create characters much different from D&D archetypes (say, what about a fighter in HARP, as compared to a fighter in D&D)?</p><p></p><p>Absolutely. This is the big strength of HARP, IMHO. I can make a cleric whose an adept woodsman and archer (in fact, I did for a playtest I ran). You can make all kinds of different rogues and thieves, and since a spellcaster really has to focus on being good at just a handful of spells to be effective, the combinations of different kinds of spellcasters is nearly limitless. You can also make fighters who can cast a few spells, or give thieves a few ranks in a <em>knock</em> (the equivalent). I absolutely love this aspect of HARP.</p><p></p><p></p><p>-- Does magic feel really different?</p><p></p><p>Ultimately, I don't think so. A spell is a spell. They are different enough from D&D spells to create a new feel, though. But once you get used to them, I think, it's not unlike D&D.</p><p></p><p></p><p>-- In what setting do you use HARP?</p><p></p><p>I see HARP as working best in a low magic, gritty, realistic setting. ICE is coming out with Cyradon, but I don't know very much about it. A setting like Eberron or Forgotten Realms just wouldn't work very well with HARP. I just don't think those settings are very compatible with HARP's feel.</p><p></p><p></p><p>-- Overall, do just the game mechanics change but it's still a fantasy world of elves, dwarves, fighters, clerics, and mages? Or does it really change the experience of play?</p><p></p><p>I think in subtle ways it can change the experience. I think because it removes the archetypes more, everyone can have something to contribute to every encounter. There's less distinction between the classes, so it feels more realistic in terms of attributing more persona to the characters. They're not just - Bob the barbarian - the characters become harder to typecast, I think. Also, there are some different spells that you can do subtle things with, so you can create slightly different effects. Magic, overall, seems more powerful, but less common.</p><p></p><p>-- any other question you may think of and want to answer?</p><p></p><p>HARP also doesn't use miniatiures, but I suppose you could use them, but you'd have to come up with some simple house rules to do so. But then, HARP is not D&D, so it's arguable that, depending on your gaming style, you might prefer not using them.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 2445488, member: 945"] Was that my review? here: [url]http://www.enworld.org/reviews.php?do=review&reviewid=2442472[/url] -- Does it play faster and easier than D&D 3.5? I think this is largely up to the GM. Combat seems to take a bit longer, but then, it's also a bit deadlier, so it kind of balances out. I think the trick in HARP is to just avoid combat altogether. Where D&D kind of encourages it. That's my impression. -- Can you create characters much different from D&D archetypes (say, what about a fighter in HARP, as compared to a fighter in D&D)? Absolutely. This is the big strength of HARP, IMHO. I can make a cleric whose an adept woodsman and archer (in fact, I did for a playtest I ran). You can make all kinds of different rogues and thieves, and since a spellcaster really has to focus on being good at just a handful of spells to be effective, the combinations of different kinds of spellcasters is nearly limitless. You can also make fighters who can cast a few spells, or give thieves a few ranks in a [i]knock[/i] (the equivalent). I absolutely love this aspect of HARP. -- Does magic feel really different? Ultimately, I don't think so. A spell is a spell. They are different enough from D&D spells to create a new feel, though. But once you get used to them, I think, it's not unlike D&D. -- In what setting do you use HARP? I see HARP as working best in a low magic, gritty, realistic setting. ICE is coming out with Cyradon, but I don't know very much about it. A setting like Eberron or Forgotten Realms just wouldn't work very well with HARP. I just don't think those settings are very compatible with HARP's feel. -- Overall, do just the game mechanics change but it's still a fantasy world of elves, dwarves, fighters, clerics, and mages? Or does it really change the experience of play? I think in subtle ways it can change the experience. I think because it removes the archetypes more, everyone can have something to contribute to every encounter. There's less distinction between the classes, so it feels more realistic in terms of attributing more persona to the characters. They're not just - Bob the barbarian - the characters become harder to typecast, I think. Also, there are some different spells that you can do subtle things with, so you can create slightly different effects. Magic, overall, seems more powerful, but less common. -- any other question you may think of and want to answer? HARP also doesn't use miniatiures, but I suppose you could use them, but you'd have to come up with some simple house rules to do so. But then, HARP is not D&D, so it's arguable that, depending on your gaming style, you might prefer not using them. [/QUOTE]
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