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Discussion of HARP (as requested by PirateCat)
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<blockquote data-quote="Rasyr" data-source="post: 1674275" data-attributes="member: 2855"><p>We will eventually produce a GM's Guide for HARP. It isn't actually designed for the novice player or GM. The goal of a GM's Guide would be to include all the information needed for the novice GM, from world building to adventure design and everything in between....</p><p></p><p>Gah! Somebody who wants MORE tables!!! Can I run and scream now?</p><p></p><p>Actually, unless you are planning on fully detailing lots of NPCs, there is a simpler method. In the beginning of the Skills chapter, there are two small tables. One gives the max number of ranks per level, and the other the bonus for a given number of ranks. Using these two tables, you can very quickly determine the skill bonus of an NPC. If it is a primary skill for the NPC then give them 3 ranks per level plus 3 ranks. If important, but not primary, then give them 2 ranks per level, otherwise give one rank per level or less. Add in stat bonuses, and boom, all done.</p><p></p><p></p><p>Actually, Orcs are not in Monsters: A Field Guide. Very few of the monsters from the HARP rules are. (Note: Monsters was written by Rob Baxter, who had material in Monsternomicrom - end blatant plug).</p><p></p><p>There is not anything that really says this profession must max out in this skill, etc.... There are a number of skills that are more important to certain professions...</p><p></p><p>Fighters - combat skills</p><p>Monks - Chi skills & Martial Arts skills</p><p>Magic Users - Mystical Arts skills, especially spells and Power Point Dev.</p><p>Sneaky Characters - Subterfuge skills..</p><p></p><p>All Professions - Endurance, Resistance, Perception, riding, swimming, stalk&hide, Climbing, etc.... (look at the sidebar listing important skills in the skills chapter - it gives a big hint hehe).</p><p></p><p></p><p>Okay, here is something that is much different from D&D. There is NOTHING that says a character will or will not have a given amount of magic at a given level. That is up to the GM and the setting being used to determine. If you want to give them more magic, then do so! If not, then don't! That simple. Just remember that if a monster or bad guy has a magic item, he WILL use it.</p></blockquote><p></p>
[QUOTE="Rasyr, post: 1674275, member: 2855"] We will eventually produce a GM's Guide for HARP. It isn't actually designed for the novice player or GM. The goal of a GM's Guide would be to include all the information needed for the novice GM, from world building to adventure design and everything in between.... Gah! Somebody who wants MORE tables!!! Can I run and scream now? Actually, unless you are planning on fully detailing lots of NPCs, there is a simpler method. In the beginning of the Skills chapter, there are two small tables. One gives the max number of ranks per level, and the other the bonus for a given number of ranks. Using these two tables, you can very quickly determine the skill bonus of an NPC. If it is a primary skill for the NPC then give them 3 ranks per level plus 3 ranks. If important, but not primary, then give them 2 ranks per level, otherwise give one rank per level or less. Add in stat bonuses, and boom, all done. Actually, Orcs are not in Monsters: A Field Guide. Very few of the monsters from the HARP rules are. (Note: Monsters was written by Rob Baxter, who had material in Monsternomicrom - end blatant plug). There is not anything that really says this profession must max out in this skill, etc.... There are a number of skills that are more important to certain professions... Fighters - combat skills Monks - Chi skills & Martial Arts skills Magic Users - Mystical Arts skills, especially spells and Power Point Dev. Sneaky Characters - Subterfuge skills.. All Professions - Endurance, Resistance, Perception, riding, swimming, stalk&hide, Climbing, etc.... (look at the sidebar listing important skills in the skills chapter - it gives a big hint hehe). Okay, here is something that is much different from D&D. There is NOTHING that says a character will or will not have a given amount of magic at a given level. That is up to the GM and the setting being used to determine. If you want to give them more magic, then do so! If not, then don't! That simple. Just remember that if a monster or bad guy has a magic item, he WILL use it. [/QUOTE]
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