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Discussion of HARP (as requested by PirateCat)
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<blockquote data-quote="Rasyr" data-source="post: 1674352" data-attributes="member: 2855"><p>Over on another forum, I was discussing with somebody how to run a game of HARP without using tables at all (i.e. no maneuver table).</p><p></p><p>Given how the difficulty levels are set up this should be easily possible. See below for a rough outline of how to do it:</p><p></p><p>There are nine difficulty levels (with #4 being medium with no mod - meaning a 101 or better succeeds). </p><p></p><p>For handling All-or-Nothing skills, no table is required. You roll add bonuses and mods and if total is 101 or better, success.</p><p></p><p>For handling Percentage type rolls (i.e. how far is something completed), just make a maneuver roll and the amount over 100 is the percentage completed.</p><p></p><p>For Bonus type rolls (i.e. roll one skill to get bonus to another), just roll first skill and for every difficulty level above the one required, gain a +10 to the second skill. Thus if trying to make a Hard Lock Lore maneuver (-20 to roll, total of 101 or higher required OR total of 121 or higher required), if you succeed high enough to beat a Very Hard maneuver, (20 points more than required for the Hard maneuver) you get a +10 to the Pick Locks maneuver.</p><p></p><p></p><p>For RRs - the attacking effect rolls (spell, poison, etc.) and the total of the roll is then used to determine the difficulty of the RR. For example, you cast a spell and get a total of 153. This is more than would be needed to succeed for a Very Hard maneuver (which would require 141+), but not high enough to succeed at an Extremely Hard maneuver (requiring 161+), thus the defender must roll his RR and beat a Very Hard maneuver (141+) or be affected by the spell.</p><p></p><p>For Utility Spells, these are Easy to cast (+20 to casting roll -- 101 or higher to succeed). If the total roll is enough to beat a Very Hard maneuver (141 or higher), then the caster gets to double 1 aspect of the spell as per the table. If they succeed by enough to beat a Sheer Folly maneuver (181 or higher) they get to double two aspects of the spell, etc...</p><p></p><p>For combat, to do that without tables, use the Life Points options.</p><p></p><p>******************************</p><p>There you go, a way to play HARP without looking anything up.</p><p></p><p>I would like to point out however, that the relevant tables are available in the free PDFs on the HARP website, and could easily be printed out and used in something like that customizable GM screen that somebody sells (cannot remember the name of it just at the moment - hehe).</p></blockquote><p></p>
[QUOTE="Rasyr, post: 1674352, member: 2855"] Over on another forum, I was discussing with somebody how to run a game of HARP without using tables at all (i.e. no maneuver table). Given how the difficulty levels are set up this should be easily possible. See below for a rough outline of how to do it: There are nine difficulty levels (with #4 being medium with no mod - meaning a 101 or better succeeds). For handling All-or-Nothing skills, no table is required. You roll add bonuses and mods and if total is 101 or better, success. For handling Percentage type rolls (i.e. how far is something completed), just make a maneuver roll and the amount over 100 is the percentage completed. For Bonus type rolls (i.e. roll one skill to get bonus to another), just roll first skill and for every difficulty level above the one required, gain a +10 to the second skill. Thus if trying to make a Hard Lock Lore maneuver (-20 to roll, total of 101 or higher required OR total of 121 or higher required), if you succeed high enough to beat a Very Hard maneuver, (20 points more than required for the Hard maneuver) you get a +10 to the Pick Locks maneuver. For RRs - the attacking effect rolls (spell, poison, etc.) and the total of the roll is then used to determine the difficulty of the RR. For example, you cast a spell and get a total of 153. This is more than would be needed to succeed for a Very Hard maneuver (which would require 141+), but not high enough to succeed at an Extremely Hard maneuver (requiring 161+), thus the defender must roll his RR and beat a Very Hard maneuver (141+) or be affected by the spell. For Utility Spells, these are Easy to cast (+20 to casting roll -- 101 or higher to succeed). If the total roll is enough to beat a Very Hard maneuver (141 or higher), then the caster gets to double 1 aspect of the spell as per the table. If they succeed by enough to beat a Sheer Folly maneuver (181 or higher) they get to double two aspects of the spell, etc... For combat, to do that without tables, use the Life Points options. ****************************** There you go, a way to play HARP without looking anything up. I would like to point out however, that the relevant tables are available in the free PDFs on the HARP website, and could easily be printed out and used in something like that customizable GM screen that somebody sells (cannot remember the name of it just at the moment - hehe). [/QUOTE]
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