Rasyr said:Nisarg, unless you have actually tried HARP, there is no way you can possibly know that whether or not it is just "rolemaster-lite" or not. That is like saying that D&D is nothing more than "Rolemaster Lite" or "Palladium Lite" (Note: when 3.0 first came out, several distributors WERE referring to it as RM-Lite....).
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Nisarg, you would do yourself more credit if you actually looked at other games before spouting off about how much worse than d20 they are.... Who knows, you might be pleasantly surprised....
Rasyr, If by "tried" you mean played I must admit I have not. If however you mean "read" (and I think you can in MOST cases get a good idea of a game just by reading it), I have indeed done so.
On the plus side, its a game that rules-focused tactical players would appreciate (This is NOT in any way a "dis", that is a perfectly legitimate way of playing). On the down side, it is NOT in any ways "rules-lite" (I know I called it "rolemaster lite" but if you know what Rolemaster was like, something can easily be rolemaster lite and still be more complex than D&D). Character creation is all over the place (though this is as much a problem of the chapter layout as the book).
There are 8 base stats (which is more than most rules-average games, and certainly more than your typical rules-lite game), and some of the stats felt redundant to me.
The skills and talents aren't much harder than skills and feats in D&D; but certainly no easier to handle either.
Actual skill resolution is based of a table, something that is quite throwback to the 80s IMO. Granted, its way better than the 1001 tables that Rolemaster of old had. But still...
And the maneuvering complexity is considerably more awkward than D&D's skill resolution. Its here where I say that its "harder" than D&D. I imagine also in actual play it would take a lot longer to work out the roll required (with modifiers) than in D&D, if for no other reason than that you're working out numbers on a bigger scale, and with wackier modifications (D&D you're usually looking at mods of +2, +4, etc.. here its like +6 for one thing, +14 for another +9 for another). Also, having a D100 that's roll-high seems counterintuitive. Its the one place where roll-low would seem to make more sense.
Obviously, if skill resolutions are complicated, you can imagine how combat is.. with the modifiers and such, it would make combat drag on quite a bit longer than D&D. There are also 14 critical tables; now there I'm not really complaining because critical tables are always fun.

On the whole, HARP is more math-dependant, roll-dependant and crunchy than D&D. This isn't a terrible thing, but its certainly not going to be of appeal to people who want something rules-lite. It doesn't do anything faster or better than D&D, just different. In some ways, its more of a throwback to an older style of game design.
And call it a Danceyism if you like, but "network externalities" are important. There's nothing in HARP to make me think that people will want to leave D&D to play it, it offers nothing new, and will have less players to draw from. True that you won't get crap products from bad publishers, but you will only get products from HARP's publisher, which means you'll only really like it if you like their "style". D20's OGL means that there will be a lot of companies, some of which will make junk, and some of which will make excellent products, and those excellent products from one company will have a very different style and appeal than the excellent products of other companies.
So there you go, that's my mini-review of HARP. I hope I have justified my position and quashed all claims that I am speaking out of ignorance when it comes to actually being aware of the system in question.
Nisarg