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For those who played HARP, tell me about it
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<blockquote data-quote="TGryph" data-source="post: 4278293" data-attributes="member: 19651"><p>When my group got tired of D&D 3.5 and was looking for a different system, we chose HARP. We played it bi-weekly for a year, then decided it wasn't working for us.</p><p></p><p>As was stated, everything but combat was great - chargen (which to be honest, like Gurps, was intensive but fun). Spell casting was wonderful, and running it was a breeze for me as GM.</p><p></p><p>But combat was the dealbreaker. We got really tired of having to consult a chart EVERY TIME someone got hit in combat. And see if this sounds like fun to you...</p><p></p><p>"Lets see....my Longsword Skill is at 93%. I am going to hold back 20% to Parry. I am flanking, so I add another 20%, he is wearing leather armor and takes off 15%, his parry is at 26%, so now I roll..I got a 42 on my roll...(sound of fingers flying over calculator). Ok...what is a 94 on the One Handed Cutting Weapon Chart?</p><p></p><p></p><p>Now I KNOW that is not exact ( I don't have my PDF's open), but you get the idea. That being said, Rasyr is one of the best supporters of a game I have ever seen online, and ICE has always been great to deal with. Rasyr has even made differnt types of combat systems, which also unfortunately didn't click for my players. Personally, I really liked everything about the game except the combat, which my group could just not get around, so we dropped it for Gurps.</p><p></p><p></p><p>IN a nutshell...if the combat works for you, and you don't mind a lot of basic adding and subtracting in the game ( I bought all of my players calculators from the local Dollar Store before we even started and that helped), AND you don't mind referring to charts constantly, it is a great game.</p><p></p><p>TGryph</p></blockquote><p></p>
[QUOTE="TGryph, post: 4278293, member: 19651"] When my group got tired of D&D 3.5 and was looking for a different system, we chose HARP. We played it bi-weekly for a year, then decided it wasn't working for us. As was stated, everything but combat was great - chargen (which to be honest, like Gurps, was intensive but fun). Spell casting was wonderful, and running it was a breeze for me as GM. But combat was the dealbreaker. We got really tired of having to consult a chart EVERY TIME someone got hit in combat. And see if this sounds like fun to you... "Lets see....my Longsword Skill is at 93%. I am going to hold back 20% to Parry. I am flanking, so I add another 20%, he is wearing leather armor and takes off 15%, his parry is at 26%, so now I roll..I got a 42 on my roll...(sound of fingers flying over calculator). Ok...what is a 94 on the One Handed Cutting Weapon Chart? Now I KNOW that is not exact ( I don't have my PDF's open), but you get the idea. That being said, Rasyr is one of the best supporters of a game I have ever seen online, and ICE has always been great to deal with. Rasyr has even made differnt types of combat systems, which also unfortunately didn't click for my players. Personally, I really liked everything about the game except the combat, which my group could just not get around, so we dropped it for Gurps. IN a nutshell...if the combat works for you, and you don't mind a lot of basic adding and subtracting in the game ( I bought all of my players calculators from the local Dollar Store before we even started and that helped), AND you don't mind referring to charts constantly, it is a great game. TGryph [/QUOTE]
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