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<blockquote data-quote="Ace" data-source="post: 2515909" data-attributes="member: 944"><p>Not that long ago I bought the H.A.R.P. rpg. Since my players weren't interested in playing it I sold it. That wasn’t a great decision on my part. Happily Rasyr over at I.C.E. sent me the HARP pdf to review. </p><p></p><p></p><p></p><p>Appearance</p><p></p><p>H.A.R.P. is a black and white PDF 194 pages in length. It comes in an zip file a little over 8 megabytes and retails for $10. </p><p>The layout is decent mimicking the workmanlike layout of the print book. The grayscale cover is clean but unfortunately does not show how nice the art actually is. However I do have a fairly substantial complaint. </p><p>Iron Crown utterly forgot to take advantage of the PDF medium and left out any trace of bookmarks. </p><p>While sending a PDF that is easy on printers is a solid decision, not understanding that a lot of PDF are used while at the computer is not so good.</p><p></p><p>Contents</p><p>H.A.R.P. is a very complete game. Within its 194 pages is enough material to run several campaigns. Pretty much everything you want is here Few books other than the famed D&D Cyclopedia feel this complete. </p><p></p><p>At its roots HARP is a simple system -- d% roll to get 101 or more. A chart (called the maneuver table) shows the modifiers and allows for degrees of success</p><p></p><p>Combat will be familiar to anyone who has played MERP or Rolemaster. Roll D% and skill, subtract defense and modifiers and then, consult the cool critical chart. </p><p>The HARP system is clean and works reasonably fast. </p><p>Instead of a chart for each weapon HARP offers a chart based on damage type with a cap based on weapon size.</p><p> Simple and effective. </p><p> This is augmented by a very nice armor system in which armor is simply used as a bonus to defense. This makes piecemeal armor easy to do.</p><p> I like the combat system. It has plenty of options and is fun and decently fast.</p><p></p><p></p><p>Character generation is interesting.</p><p> The game is class/ level.</p><p>When a race is selected player can choose from Human, Elf, Dwarf, Halfling, Gnome and Gryx which is a Half Orc without the ferocity, more or less. </p><p>Each race has a background, which is the generic race specific environment the character was raised in Urban, Rural, Sylvan or the like. The background determines certain bonus starting skills for the race. </p><p>All stats than add points to a pool called development points. These points can be used to purchase skills (which are either class or non class and have a 2/4 cost scheme) points are also used to boost stats (for later level development) and buy talents which are a mix of powers and feats.</p><p></p><p> One really neat facet of HARP is the half/quarter race system. The system allows any race top be bought with a "blood talent" this system lets you pick a main race and half another or a main race and 2 quarter races. Any combo is possible and its very balanced. </p><p></p><p>Classes in the game are Fighter, Rogue (kind of a fighty class with stealth skills) Mage, Thief, Harper (Bard basically), an Umber customizable Cleric, Ranger., Thief, Warrior Mage (rather like a Psionic Warrior) and Monk. </p><p>Classes are well designed and while a system for design is not given the math used is transparent and custom classes are a snap to build </p><p>Also present in the game is a user customizable system of training packages very similar to the one in Hero. This subs in nicely for D&D prestige classes and is simple and balanced. </p><p></p><p>The equipment and money chapter is complete enough for plenty of games and should cover most of what players want. Its workmanlike but nothing special</p><p></p><p>The adventuring chapter covers most stuff like traps and weather pretty well. I have no quibbles </p><p></p><p>The HARP magic system is amazing. Each spell is learned as a skill and the more skill you have the greater you can customize the spell. Its a little like having built in meta magic feats </p><p> Spell casting in armor is handled with a simple and clean expedient of an extra charge in power points, thus requiring a little more skill. All in all, the power level is lower than standard D&D but there is always plenty for HARP spell casters to do. </p><p></p><p>Herbs and poisons get a chapter. Its a solid selection enough for a campaign </p><p></p><p>Monsters also get a chapter. I was a little disappointed in this chapter. It covers most of the staples well enough but it was a bit sketchy in places. It was mostly just dry stat blocks. I would have liked a more lush layout and some more fae. Still the monsters are generic enough for even new players to get and the list is adequate for several campaigns</p><p></p><p>The treasure list covers most gamer basics with no problems. A tad clichéd but a solid list of what people expect</p><p></p><p>Ruleswise HARP is basically rules medium. Its lighter than Rolemaster and maybe a shade lighter in some areas than D&D. It also a bit more math intensive and chargen can take a bit longer. </p><p></p><p>HARP is lower magic and grittier than D&D. The magic and combat system lead to that</p><p>feel, so if you are looking for Exalted level antics HARP will not please you.</p><p></p><p>However it also logical and well laid out rules a superb innovative spell system and enough stuff in just the core book to play many campaigns</p><p></p><p>Highly recommended</p></blockquote><p></p>
[QUOTE="Ace, post: 2515909, member: 944"] Not that long ago I bought the H.A.R.P. rpg. Since my players weren't interested in playing it I sold it. That wasn’t a great decision on my part. Happily Rasyr over at I.C.E. sent me the HARP pdf to review. Appearance H.A.R.P. is a black and white PDF 194 pages in length. It comes in an zip file a little over 8 megabytes and retails for $10. The layout is decent mimicking the workmanlike layout of the print book. The grayscale cover is clean but unfortunately does not show how nice the art actually is. However I do have a fairly substantial complaint. Iron Crown utterly forgot to take advantage of the PDF medium and left out any trace of bookmarks. While sending a PDF that is easy on printers is a solid decision, not understanding that a lot of PDF are used while at the computer is not so good. Contents H.A.R.P. is a very complete game. Within its 194 pages is enough material to run several campaigns. Pretty much everything you want is here Few books other than the famed D&D Cyclopedia feel this complete. At its roots HARP is a simple system -- d% roll to get 101 or more. A chart (called the maneuver table) shows the modifiers and allows for degrees of success Combat will be familiar to anyone who has played MERP or Rolemaster. Roll D% and skill, subtract defense and modifiers and then, consult the cool critical chart. The HARP system is clean and works reasonably fast. Instead of a chart for each weapon HARP offers a chart based on damage type with a cap based on weapon size. Simple and effective. This is augmented by a very nice armor system in which armor is simply used as a bonus to defense. This makes piecemeal armor easy to do. I like the combat system. It has plenty of options and is fun and decently fast. Character generation is interesting. The game is class/ level. When a race is selected player can choose from Human, Elf, Dwarf, Halfling, Gnome and Gryx which is a Half Orc without the ferocity, more or less. Each race has a background, which is the generic race specific environment the character was raised in Urban, Rural, Sylvan or the like. The background determines certain bonus starting skills for the race. All stats than add points to a pool called development points. These points can be used to purchase skills (which are either class or non class and have a 2/4 cost scheme) points are also used to boost stats (for later level development) and buy talents which are a mix of powers and feats. One really neat facet of HARP is the half/quarter race system. The system allows any race top be bought with a "blood talent" this system lets you pick a main race and half another or a main race and 2 quarter races. Any combo is possible and its very balanced. Classes in the game are Fighter, Rogue (kind of a fighty class with stealth skills) Mage, Thief, Harper (Bard basically), an Umber customizable Cleric, Ranger., Thief, Warrior Mage (rather like a Psionic Warrior) and Monk. Classes are well designed and while a system for design is not given the math used is transparent and custom classes are a snap to build Also present in the game is a user customizable system of training packages very similar to the one in Hero. This subs in nicely for D&D prestige classes and is simple and balanced. The equipment and money chapter is complete enough for plenty of games and should cover most of what players want. Its workmanlike but nothing special The adventuring chapter covers most stuff like traps and weather pretty well. I have no quibbles The HARP magic system is amazing. Each spell is learned as a skill and the more skill you have the greater you can customize the spell. Its a little like having built in meta magic feats Spell casting in armor is handled with a simple and clean expedient of an extra charge in power points, thus requiring a little more skill. All in all, the power level is lower than standard D&D but there is always plenty for HARP spell casters to do. Herbs and poisons get a chapter. Its a solid selection enough for a campaign Monsters also get a chapter. I was a little disappointed in this chapter. It covers most of the staples well enough but it was a bit sketchy in places. It was mostly just dry stat blocks. I would have liked a more lush layout and some more fae. Still the monsters are generic enough for even new players to get and the list is adequate for several campaigns The treasure list covers most gamer basics with no problems. A tad clichéd but a solid list of what people expect Ruleswise HARP is basically rules medium. Its lighter than Rolemaster and maybe a shade lighter in some areas than D&D. It also a bit more math intensive and chargen can take a bit longer. HARP is lower magic and grittier than D&D. The magic and combat system lead to that feel, so if you are looking for Exalted level antics HARP will not please you. However it also logical and well laid out rules a superb innovative spell system and enough stuff in just the core book to play many campaigns Highly recommended [/QUOTE]
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