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Discussion of HARP (as requested by PirateCat)
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<blockquote data-quote="mhensley" data-source="post: 1676080" data-attributes="member: 1604"><p>After further review... </p><p></p><p>Its yet another rpg that comes close, but no cigar. </p><p></p><p>The character creation system is nice and flexible. But I dislike how it made skills to be far more important than your stats. And because of the 40-105 range for stats, they felt very mushy and really didn't give me a good idea of what my character was all about. I liked the culture and job templates, but overall I thought this would have been better as just an OGL character creation book for D20 games. </p><p></p><p>And speaking of D20, this game would have been much easier to use if it was based on a d20 or 2d10 instead of d100. I know I could convert it to do that, but its a lot easier to just stick with something else instead of trying to change this game to suit me. I think the only reason they use a D100 is so that RM can easily convert their stuff to Harp. Otherwise it just doesn't make a whole lotta sense. I just can't see myself telling everyone to remember to bring their calculators to the game. </p><p></p><p>The magic system also seemed pretty nice if a little bland. Nothing I haven't really seen before here. Gurps has done spells that you can power up for a long time. </p><p></p><p>The combat system is what kills this game for me. The rules are ambiguous, badly written, and give no examples for how an average combat is supposed to work. Apparently you are either supposed to be an experienced RM player to understand how it works (I'm not) or you are supposed to read the writer's mind. I'm pretty sure that if you gave this book out to 10 different gamers, you would have 10 different interpretations on how to run combat. And this is the revised rulebook? :\</p></blockquote><p></p>
[QUOTE="mhensley, post: 1676080, member: 1604"] After further review... Its yet another rpg that comes close, but no cigar. The character creation system is nice and flexible. But I dislike how it made skills to be far more important than your stats. And because of the 40-105 range for stats, they felt very mushy and really didn't give me a good idea of what my character was all about. I liked the culture and job templates, but overall I thought this would have been better as just an OGL character creation book for D20 games. And speaking of D20, this game would have been much easier to use if it was based on a d20 or 2d10 instead of d100. I know I could convert it to do that, but its a lot easier to just stick with something else instead of trying to change this game to suit me. I think the only reason they use a D100 is so that RM can easily convert their stuff to Harp. Otherwise it just doesn't make a whole lotta sense. I just can't see myself telling everyone to remember to bring their calculators to the game. The magic system also seemed pretty nice if a little bland. Nothing I haven't really seen before here. Gurps has done spells that you can power up for a long time. The combat system is what kills this game for me. The rules are ambiguous, badly written, and give no examples for how an average combat is supposed to work. Apparently you are either supposed to be an experienced RM player to understand how it works (I'm not) or you are supposed to read the writer's mind. I'm pretty sure that if you gave this book out to 10 different gamers, you would have 10 different interpretations on how to run combat. And this is the revised rulebook? :\ [/QUOTE]
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