Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
[HARP][HARP Sci-Fi] Anyone Playing? Planning?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="TreChriron" data-source="post: 6452964" data-attributes="member: 5046"><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> Also, I don't agree that HARP is clunky. It's actually very elegant. </p><p></p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul"> 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!).</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul"> - - 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.</li> <li data-xf-list-type="ul"> - - 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.</li> <li data-xf-list-type="ul"> - - 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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> </ul><p></p><p>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.</p></blockquote><p></p>
[QUOTE="TreChriron, post: 6452964, member: 5046"] 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. [LIST] [*]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. [/LIST] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[HARP][HARP Sci-Fi] Anyone Playing? Planning?
Top