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[HARP][HARP Sci-Fi] Anyone Playing? Planning?

HARP Poll Q4 2014

  • I'm currently Playing/Running a HARP game.

    Votes: 0 0.0%
  • I'm currently Planning to run a HARP game.

    Votes: 1 12.5%
  • I'm a Fan of HARP, but not currently running or planning.

    Votes: 4 50.0%
  • I'm not really "feeling" HARP for reasons I will share below.

    Votes: 3 37.5%

TreChriron

Adventurer
Supporter
I have revisited my HARP collection after making a revelation I did combat wrong, downloaded all the updated revised PDFs, and started reading again. I really dig how the system works. One roll combat, classes and levels with reasonable number caps based on skills, gritty fun damage ala Rolemaster-esque critical tables and a magic system that allows casters to customize when casting AND has a spell creation system. I don't read much buzz these days, so I was curious if there are fellow fans out there? Anyone running or planning on running a game? Have you played before but didn't "feel it"? :D

I'm gearing up to run some demos at a local con here in Seattle (RustyCon!).
 
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As you know from my presence on the ICE forums, I am a fan. None of your poll options quite fit what I'm doing with HARP right now. Here are a few things I have in mind, one of which you may have noticed at ICE:

1. Update characters I made for a one shot adventure from HARP Revised to HARP Fantasy. Mostly this means adding 2 floating attribute modifier points and deciding if I want to rearange their modifiers as five out of six characters are Human. For that same reason, it may make me consider replacing their Skill Specialization with Skill Flexibility.

2. Update my HARP Interpretation of the ThiefVerse. Make stats for Burricks, either using HARP Revised, or wait for the Bestiary. Revise both Keeper Training packages: if the group has been meant to be unseen, using swords makes little sense.
a. Change the Cleric from 1's deity from "The Great Warrior" to "The Master Builder". He'd make a great Hammerite.​

Other than that, I have two friends who have been making HARP characters, but I don't know *gets slimed* much more than that.
 
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I never felt any desire to play or run a HARP game. It's simply too clunky for my taste (similar to Rolemaster). I much prefer Runequest as a more elegant alternative.
 

I'm definitely going to need to rework the professional abilities of two characters from the one shot I ran in 2011, as they belong to professions that actually changed a little.
 

I never felt any desire to play or run a HARP game. It's simply too clunky for my taste (similar to Rolemaster). I much prefer Runequest as a more elegant alternative.

I am currently running a Legend game using the HARN setting. RQ is very good, I really like RQ6. It just has a different "feel" to me. Maybe grittier and more "down to earth"? I want something that will do D&D for me without having to use D&D. :-) Also, I don't agree that HARP is clunky. It's actually very elegant.

  • Skill Based! Skills are rated in "ranks". The lower ranks give you a 5% bonus, next 10 give a 2% bonus, then 20+ give you a 1% bonus. Naturally limiting but possible to reach high scores if you want. So for example, a skill with 10 ranks adds a +50% bonus to a maneuver roll while a skill with 20 ranks adds a +70% bonus and finally one with 30 ranks adds a +80% bonus.
  • Levels, classes and XP! You get XP and level up, with 50 "development points" per level to customize your character. Professions give you discounts as do "training packages" created to support organizations in the setting. It has a kind of class in professions but not so strict to limit customizing them to a player's taste. Skill ranks are limited by level, so you have a way to "eyeball" capability based on party level (this includes attacks and spell casting!).
  • Easy Skill Rolls! Skill roll for simple fail/succeed needs a target number of 101. You roll and add up, which seems to be easy math for players.
  • Skill Roll Options. Rolls also cover longer tasks with a % complete, or to determine a target number to roll against (some spells, poisons, etc.) or to determine a bonus one roll provides to another using a Maneuver Table. Solid options with a simple look-up.
  • Descriptive Fast Combat! Combat uses one roll to determine the impact, any wounds or injuries and even hit location if you like. You subtract the opponents defense from your total bonuses and roll. There are several tables to look up, but everyone can have a set and help the GM if you like. It's only one table per attack "type". The table descriptions are just examples. You will memorize the "range of results" pretty quickly. Weapons are rated in size. You don't roll damage. It's both simple and descriptive! You adjust the result on the attack type table you're using by the attack size.
  • - - Built In Parry Rules! You can parry by allocating a % of your weapon skill to defense. You can choose based on the situation you find yourself in. That normally took a feat in D&D, but is standard in the HARP combat system.
  • - - Hit points don't escalate like in D&D. Your Endurance skill is added to a racial base. The skill is naturally capped as above. The combat system results list hits taken but also injuries, so the combat system is not just about hit points. There's an injury system built in.
  • - - Armor is handled in full suits or pieces and has options for fitted or unfitted max skill percentages which limit some skills. Similar to D&D you factor in the defense bonus (with quickness and other modifiers) and that is subtracted from the opponents roll.
  • Fantastic Magic! Magic spells can be customized when you cast them by investing more power points. Most spells include several options (increase range, targets, damage, scope, etc.) You can also design new spells with the system included in College of Magic. The game includes rules for lay lines, magic places, magic items, and alchemy. A plethora of magic options to tune the game to a setting of your choice. I really dig power point type systems for the flexibility they offer magic-using characters.
  • Character Options! The combinations of races and cultures gives a nice breadth of choices. There's also major and minor blood talents, where you can have aspects of another race and be a "half" or even just "blooded" of another race. Using the talents provided, creating a new race is straight forward. The professions are varied and combined with Training Packages can provide any fantasy archetype you can imagine.
  • Heroic Adventure! There's a simple "fate point" mechanic that gives you bonuses to your rolls or reduces the "critical" effect of a hit in combat. This is important in heroic games IMHO.

So, it's similar to D&D in many respects yet different in the right places (for my tastes of course...). It allows you to customize without significantly changing the basics.
 

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