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HârnMaster 3 pdf available free from CGI!
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<blockquote data-quote="tkinias" data-source="post: 1348176" data-attributes="member: 16530"><p>Of course, if you play in HârnWorld, there are no drow or mind flayers. Instead you have ivashu and such -- that is, monsters appropriate to the setting. However, it is quite important to distinguish HârnWorld from HârnMaster (the rules system). You can play in the HârnWorld setting using any game system you like; there is, in fact, a set of d20 rules for doing just that. You can also play in, say, Forgotten Realms or Middle Earth, using HârnMaster rules. The GM has to put in the work to get stats for the monsters and setting-appropriate magic, of course, but the system handles it nicely.</p><p></p><p>BTW, I actually have HârnMaster stats for a mind flayer lying around somewhere, detritus from a half-finished crossover project. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>In my experience, players who get to sit down and do a combat in HârnMaster with an experienced GM are very impressed. I was always drawn to RoleMaster back in the early '90s because of the detail of the combat system. In RM, though, there was <em>huge</em> complexity to go along with what turned out, when you looked too hard at it, to be a combat system not too much more realistic than d20's. I got sold on HM because the realism went far beyond anything I'd ever seen before (barring Phoenix Command, which was nigh unplayable due to complexity), and the flow of combat was quick, intuitive, and `felt' right.</p><p></p><p>Honestly, I have a hard time now when I play d20 and just take 1d8 hp from a strike. I've spoilt by getting hit on the right forearm and cursing the fact that he didn't hit me on the upper arm, where my mail would have stopped it.</p><p></p><p>I fully understand wanting to avoid too much complexity, or having a hard time getting used to the feel of a new campaign setting which just doesn't have the cool stuff you are used to. I just would hate for anyone to miss out on the Hârn system because they thought it would be too complex for them, when I find it the simplest, most elegant system I've played. And I'd hate people to think that they can't enjoy that system without giving up all the magic and monsters they know and love.</p></blockquote><p></p>
[QUOTE="tkinias, post: 1348176, member: 16530"] Of course, if you play in HârnWorld, there are no drow or mind flayers. Instead you have ivashu and such -- that is, monsters appropriate to the setting. However, it is quite important to distinguish HârnWorld from HârnMaster (the rules system). You can play in the HârnWorld setting using any game system you like; there is, in fact, a set of d20 rules for doing just that. You can also play in, say, Forgotten Realms or Middle Earth, using HârnMaster rules. The GM has to put in the work to get stats for the monsters and setting-appropriate magic, of course, but the system handles it nicely. BTW, I actually have HârnMaster stats for a mind flayer lying around somewhere, detritus from a half-finished crossover project. ;) In my experience, players who get to sit down and do a combat in HârnMaster with an experienced GM are very impressed. I was always drawn to RoleMaster back in the early '90s because of the detail of the combat system. In RM, though, there was <em>huge</em> complexity to go along with what turned out, when you looked too hard at it, to be a combat system not too much more realistic than d20's. I got sold on HM because the realism went far beyond anything I'd ever seen before (barring Phoenix Command, which was nigh unplayable due to complexity), and the flow of combat was quick, intuitive, and `felt' right. Honestly, I have a hard time now when I play d20 and just take 1d8 hp from a strike. I've spoilt by getting hit on the right forearm and cursing the fact that he didn't hit me on the upper arm, where my mail would have stopped it. I fully understand wanting to avoid too much complexity, or having a hard time getting used to the feel of a new campaign setting which just doesn't have the cool stuff you are used to. I just would hate for anyone to miss out on the Hârn system because they thought it would be too complex for them, when I find it the simplest, most elegant system I've played. And I'd hate people to think that they can't enjoy that system without giving up all the magic and monsters they know and love. [/QUOTE]
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