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D&D players, tell me about your HARP games
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<blockquote data-quote="Norin_Elyndel" data-source="post: 2446047" data-attributes="member: 34451"><p>I have been playing HARP since the system has been released in late 2003, As far as how it plays vs. D&D 3.5. Combat is far more dangerous and thus more exciting and since experience points are not awarded for combat but for achieving story goals, unnecassary combat is to be avoided.</p><p></p><p>Combat in General</p><p></p><p>HARP emphasizes defense, we do not use the HARP core rules for combat but we do utilize the HAck & Slash expansion as we like crunchier and more descriptive critical hits which can end a fight in a hurry. I would say that combat in HARP is about as long in D&D between evenly matched opponents, in a battle where the fights are lopsided it is relatively quick.</p><p></p><p>HARP's character creation system is far and away superior to any other system that I have had the chance to play (AD&D 1, AD&D 2, Champions, Shadowrun, GURPS, D&D 3/3.5, Earthdawn) With the wide variety of options available to a person it is highly unlikely that your character will resemble any one else's unless it is by design.</p><p></p><p>Magic</p><p></p><p>Let me admit my bias here right away, I love magic, I prefer to play characters that can utilize spells. Having said that let me admit that I strongly dislike the 3/3.5, AD&D2/AD&D1 spell systems where you have to preselect your spells for the day and are limited how many times you can cast them depends on how many times you prepare the spell slots. I prefer spellcasters in the vein of Raymond Fiest and David Eddings where your learning and imagination determine how you cna use your spell energies. HARP is closer to this ideal, it uses a mana point system to determine how often you can cast spells, and a skill based system where you buy ranks in a spell, the more ranks you buy the more potent a version of that spell you can cast and the better at using that spell you are. The only weakness in the spell system is that are some very obvious gaps in the spells that have been released for the spell system, which is not a problem if you are willing to write them up, the optional college of magics supplement has complete spell creation rules.</p><p></p><p>If you have any other questions please visit the HARP community bulletin boards where a very active and passionate community will be glad to answer your questions patiently @ <a href="http://www.harphq.com" target="_blank">www.harphq.com</a> and click on the community tag on the left side and select the forums tag.</p><p></p><p>I hope that helped answer some of your questions.</p></blockquote><p></p>
[QUOTE="Norin_Elyndel, post: 2446047, member: 34451"] I have been playing HARP since the system has been released in late 2003, As far as how it plays vs. D&D 3.5. Combat is far more dangerous and thus more exciting and since experience points are not awarded for combat but for achieving story goals, unnecassary combat is to be avoided. Combat in General HARP emphasizes defense, we do not use the HARP core rules for combat but we do utilize the HAck & Slash expansion as we like crunchier and more descriptive critical hits which can end a fight in a hurry. I would say that combat in HARP is about as long in D&D between evenly matched opponents, in a battle where the fights are lopsided it is relatively quick. HARP's character creation system is far and away superior to any other system that I have had the chance to play (AD&D 1, AD&D 2, Champions, Shadowrun, GURPS, D&D 3/3.5, Earthdawn) With the wide variety of options available to a person it is highly unlikely that your character will resemble any one else's unless it is by design. Magic Let me admit my bias here right away, I love magic, I prefer to play characters that can utilize spells. Having said that let me admit that I strongly dislike the 3/3.5, AD&D2/AD&D1 spell systems where you have to preselect your spells for the day and are limited how many times you can cast them depends on how many times you prepare the spell slots. I prefer spellcasters in the vein of Raymond Fiest and David Eddings where your learning and imagination determine how you cna use your spell energies. HARP is closer to this ideal, it uses a mana point system to determine how often you can cast spells, and a skill based system where you buy ranks in a spell, the more ranks you buy the more potent a version of that spell you can cast and the better at using that spell you are. The only weakness in the spell system is that are some very obvious gaps in the spells that have been released for the spell system, which is not a problem if you are willing to write them up, the optional college of magics supplement has complete spell creation rules. If you have any other questions please visit the HARP community bulletin boards where a very active and passionate community will be glad to answer your questions patiently @ [url]www.harphq.com[/url] and click on the community tag on the left side and select the forums tag. I hope that helped answer some of your questions. [/QUOTE]
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