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HARNMASTER Good RPG System?
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<blockquote data-quote="Garmorn" data-source="post: 176389" data-attributes="member: 430"><p><strong>Harnmaster is detailed</strong></p><p></p><p>Harnmaster is a simple looking system that works well with detail.</p><p></p><p>The basic concept is a d100 roll where you must roll under your skill. All skill have critical success or failure affects and lots of modfiers. Criticals are easy to determine. If your roll ends in 0 or 5 then it is a critical success/failure.</p><p></p><p>Combat is very detailed and slower then what most people like. It does not use hit points but a realist type hit location and damage system. It has been a long time since I have played it so this discription is going to be vague and use in correct game terms.</p><p></p><p>Both sizes roll skill checks during an attack and then Weapon type v.s. defense type determins which chart you look at. Unlike many other only each players level of succes/failure is used. (i.e. normal success v.s. normal success) lots of combanations are quckly memorized because they are used so often or just so easy to remember. (Attack Normal Success v.s. Shield Normal Success means the weapon was blocked by the shield.) A Attack Critical Success v.s. a Defence Critical Failure is very bad news to the defender. An Attack Critical Failure v.s. and Defence Critical Success could easly result in a broken weapon or worst for the attacker.</p><p></p><p>If an actual hit occured a impact rating was determined. Armor rating was subtracted and a different chart was consulted that gave the location (determined by different die roll) injury. All injuries are location specific and ended up giving penalties and possibly bleeding results. No such things as hit points, ect.</p><p></p><p>The best realist combat system I have ever seen. The armor system was simple and very well done with three ratings that were easly used (impact, punture, and slashing)</p><p></p><p>The magic system in the early editions was wide open with little or no guidence on how to rate spells. It takes lots of work with a good GM and player for mages to work. Clerics did not get spells but set miricals that cost points (Don't remember what the are called but you got them by doing what your church requested of you)</p><p></p><p>I would like to play it again but it makes most of the low magic campains that people talk about on this board seem like they are way overpowered with magic. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p></blockquote><p></p>
[QUOTE="Garmorn, post: 176389, member: 430"] [b]Harnmaster is detailed[/b] Harnmaster is a simple looking system that works well with detail. The basic concept is a d100 roll where you must roll under your skill. All skill have critical success or failure affects and lots of modfiers. Criticals are easy to determine. If your roll ends in 0 or 5 then it is a critical success/failure. Combat is very detailed and slower then what most people like. It does not use hit points but a realist type hit location and damage system. It has been a long time since I have played it so this discription is going to be vague and use in correct game terms. Both sizes roll skill checks during an attack and then Weapon type v.s. defense type determins which chart you look at. Unlike many other only each players level of succes/failure is used. (i.e. normal success v.s. normal success) lots of combanations are quckly memorized because they are used so often or just so easy to remember. (Attack Normal Success v.s. Shield Normal Success means the weapon was blocked by the shield.) A Attack Critical Success v.s. a Defence Critical Failure is very bad news to the defender. An Attack Critical Failure v.s. and Defence Critical Success could easly result in a broken weapon or worst for the attacker. If an actual hit occured a impact rating was determined. Armor rating was subtracted and a different chart was consulted that gave the location (determined by different die roll) injury. All injuries are location specific and ended up giving penalties and possibly bleeding results. No such things as hit points, ect. The best realist combat system I have ever seen. The armor system was simple and very well done with three ratings that were easly used (impact, punture, and slashing) The magic system in the early editions was wide open with little or no guidence on how to rate spells. It takes lots of work with a good GM and player for mages to work. Clerics did not get spells but set miricals that cost points (Don't remember what the are called but you got them by doing what your church requested of you) I would like to play it again but it makes most of the low magic campains that people talk about on this board seem like they are way overpowered with magic. :rolleyes: [/QUOTE]
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