Response to Woas about HARP


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Nikosandros said:
I was actually thinking about suggestions on how integrate parts of RM (e.g. Arms Law) in HARP.

Thanks for all your answers!
:D
Ahh...

now that is easier to do hehe... You ought to check out the ICE forums, there have been lots of answers given to that. And I guess that I could whip up something as a downloadable PDF to cover that as well.

:D
 


Acid_crash said:
Depending on your schedule and stuff would it be possible for you to display on here a good combat scene between a couple of characters... a dwarf fighter and elf ranger against a group of 4 goblins as they are stated in HARP? I ask because the monster writeups are confusing to me and if I can see an example on here (and I might not be alone but for others who might be interested in how a combat would resolve but don't have the book) it might make them easier to understand.

If you can't then that's cool, I'll eventually figure it out.

This will likely take several days to accomplish (the combat example). As I explained in the other thread, I had one for the original printing of HARP, but it became invalid because of the changes/additions in the revision (the basics are still the same, but the end results differ.

But I will start off explaining the monster stats a little bit more so that hopefully you can understand them a bit better. I will start off by listing one of the monsters, the Giant Ant (those who played in the games I ran at the DC Game Day will remember these critters very well...... hehehe...

Code:
[b]Name		Lvl	Size	BMR	Init	DB	Hits	Attacks	[/b]
Ant, Giant	2	S	10	20	90	85	70 S-Slash

[b]# Enc 	Outlook	Treasure	Stamina	Will	Magic[/b]
2-20	Hungry	PNP		50	35	35
Okay, I have split the line into two here to save space. Now for the rest of the Giant Ant's information.

Code:
[b]ANT, GIANT[/b]
Giant ants are much like regular ants only 1-2' in length. They attack using 
their powerful pincer-like mandibles. Giant Ants will almost always be found 
in groups. These range from small groups of 2-20 out on specific missions 
for the nest such as gathering food or supplies for up to as many as 2000 
in a large nest.
[b]Abilities –[/b] Blazing Speed; Survival Instinct; Tough Hide (Greater)
[b]IQ –[/b] Giant Ants are capable of working together in limited ways, but 
are not really intelligent. They will often work to surround foes. 
[b]DB –[/b] +20 Stats; +10 Survival Instinct; +60 Tough Hide (Greater) 
[b]Skills –[/b] Perception (9) 55; Climbing (9) 60; Tracking (4) 30
And finally, its "racial" stat bonuses
Code:
			Racial Stat Modifiers	 				
Name		St	Co	Ag	Qu	SD	Re	In	Pr	
Ant, Giant	+3	+4	+2	+5	+0	+0	+0	+0	

		Power	Resistance Bonuses
Endurance	Points	Stamina	Will	Magic
25		—	25	15	15
These are on page 148, 150, & 156 respectively.

Okay, starting with its Racial Stat Modifiers. These are, you will note, exactly like the stat modifiers for the PC races. This is done so that you may customize the monsters however you like. While a Giant Ant is not likely to be anything other than a Fighter, (ALL the mosters are created as Fighters!!), for other Monsters you could make mages, clerics, Monks, or any other profession that is available. This also gives a consistency to the monsters as well. I won't describe everything in this section unless somebody asks specifically.

Okay, now back to the top, with the entry from the Creature Statistics table (the first bit from the book).

The first item in the entry is the name of the creature. That one is simple, I know, but I included it here for completeness.

Next up is "Lvl". This is the creature's level. The Giant Ant as a Lvl of 2. This means that it is a second level Fighter.

The next entry is "Size" and the Giant Ant has a size of "Small". This means that in relation to a human it is small. From the description in the second code block, you can see that the Giant Ant is only 1'-2' in length.

The next entry is "BMR". This is the creature's Base Movement Rate. Having a BMR of 10 tells you that this critter can move about as fast as most humans (and possibly faster) when moving at a walk. Of course, creatures, like PCs, can also move at a greater Pace, with a maximum of 5x their BMR. And just like PCs, actions performed while moving at a higher pace are more difficult to perfom. Part of its Base Movement Rate comes from its Special Ability (the equivalent of racial talents) of Blazing Speed.

Our next entry is "Init". This is the creature's initiative modifier, and it is figured exactly the same as a player character's is figured. However, this is the first instance where rounding comes into play. Many of the numbers for the monsters were rounded off to the nearest multiple of 5 to make things easier for the GM.

The next item in the entry is "DB". This is the creature's Defensive Bonus. This number (also rounded off) is subtracted from all attacks made against the Giant Ant. In the second code block, you can see a breakdown of where that DB comes from. You will notice that two of the sources of DB also come from the Special Abilities entries (Survival Instinct and Tough Hide (Greater)). Those special abilities are defined and detailed on page 155.

The next entry is "Hits". Obviously, this is how many hit points that the creature has. All monsters have the maximum possible number of ranks in the Endurance skill for their level (in this case, 9 rank). So the rank bonus (+45), the stat bonus (+14 total) and their racial bonus (+25) gives us a total of 84, which is rounded up to 85.

The next entry is "Attacks". As the description says, the Giant Ants attack with their "powerful pincer-like mandibles". This does a Slash attack, so the entry reads 70 S-Slash. This means that the attack size is Small, and that the Giant Ant has a bonus of +70 to their attack rolls. Again, remember that monsters are built as Fighters, so they get the professional bonuses of Fighters as well, including the +10 to one weapon skill (their natural attack in this case). If there is more than one attack listed, the creature may select which attack to use. Creatures do not automatically get more than one attack per round if there is more than one attack listed.

The next entry is "# Enc" which stands for "the number normally encountered at one time". In the case of Giant Ants, this is anywhere between 2 & 20 at any given time. The guys who played in the DC Game Day can attest that even 8 of these small critters (which is how many they faced) are pretty deadly. bwah-hah-ha!

Nest, is the "Outlook" of the creature. This gives you, the GM, the creature's general motivation if they are encountered. For the Giant Ants, this Outlook is "Hungry" which basically says that they will attack anything that they think is edible. That includes the PCs and their horses... :D

Next is "Treasure". This is the type of treause that the creature is likely to have. Of course, for Giant Ants, any treasure that they have will likely be inside their stomachs, or in their nest (which as the description tells you can hold up to 2000 of the little beasties!!).

The final three entries are "Stamina", "Will", and "Magic". These are the bonuses that the creature has when it is required to make a Resistance Roll (RR). For example, one player uses poison on his blade and attacks a Giant Ant. The Ant would then have to make a Stamina based RR against the poison. He gets to add the number listed under Stamina to that roll.

The creature description (second code block) also gives a little bit more info on the Giant Ants. Including its "IQ" which basically tells about its general intelligence, and some skills, such as Perception and Tracking. The skill entries consist of two numbers. The number in parenthesis is the number of ranks that the Ant has in that skill, and the second number is its total bonus for that skill.

When running a combat, you will be most insterested in the Init, DB, Hits, and Attacks, and perhaps the RR bonuses (if there is a spell user among the PCs).

Well, I think that is enough for one post.

Any questions so far?
 


I like the book and all, but I have to ask... why use this kind of layout?

Wouldn't it make more sense to just have all the pertinant stats in each creature description instead of having them spread out on three seperate locations???

And thank you for the information, I had completely overlooked the two pages of tables that detail the creature more. Now I know where to look.

and jokingly speaking, but ya should have had a detailed combat example in the book, examples really help to understand the system...and a system as detailed as this definately needs the help. I have never heard of or played Rolemaster so I don't know the similarities between the two, but HARP, it seems pretty detailed to me as far as combat goes. :)

Thanks for a cool game.
 

Acid_crash said:
I like the book and all, but I have to ask... why use this kind of layout?

Wouldn't it make more sense to just have all the pertinant stats in each creature description instead of having them spread out on three seperate locations???
In short, space. The layout used does save a good amount of space (I tried an alternate layout, which took up about three times as many pages).

The first table, on page 148 has all the information you need to run a combat. The descriptions haave the other information needed. and the racial stats table has the information needed to make alternate versions.

Be sure to check out Jonathon Dale's excel sheet chargen. It is extremely useful!!

Acid_crash said:
And thank you for the information, I had completely overlooked the two pages of tables that detail the creature more. Now I know where to look.
:D Now granted, HARP isn't perfect (I believe that no game is). But HARP does contain the basics needed to play, along with the basic tools needed to resolve any situation not covered by what is included.
Acid_crash said:
Thanks for a cool game.
Your welcome.
 


Okay, this is small sample of combat. It is an overview of how combat works in general. I hope that it meets what you were looking for.

Our first combatant:
Code:
[b]Phredric[/b] - Human Fighter Level 1
[b]Hits:[/b] 72 [b]PP:[/b] 10 [b]Init:[/b] +15 [b]DB:[/b] +81 [b]BMR:[/b] 11
[b]RR Bonuses:[/b] 
	[b]Stamina[/b] +33 [b]Will[/b] +21 [b]Magic[/b] +19
[b]Weapon Skills:[/b] 
	Long Blades (Long Sword):	+68  
	Bows(Long Bow):			+48  
[b]Armor:[/b] Soft Leather (+20), Normal Shield (+25)

Our second combatant:
Code:
[b]Theone – Human Rogue Level 1
[b]Hits:[/b]  68  [b]PP:[/b]  15  [b]Init:[/b]  +13	[b]DB:[/b] +44	[b]BMR:[/b] 11
[b]RR Bonuses:[/b]    
	[b]Stamina[/b]  +23  [b]Will[/b]  +23  [b]Magic[/b]  +27
[b]Weapon Skills:[/b] 
	Clubs (Mace):		+41 
	Bows (Short Bow):	+36 
[b]Armor:[/b] Studded Leather (+30)

And now their foes - a couple (2) of Giant Ants....

Code:
[b]Name		Lvl	Size	BMR	Init	DB	Hits	Attacks	[/b]
Ant, Giant	2	S	10	20	90	85	70 S-Slash

[b]# Enc 	Outlook	Treasure	Stamina	Will	Magic[/b]
2-20	Hungry	PNP		50	35	35

The above is all that is really needed to run combats with the Giant Ants....

Ok, on to the example....

Phredric and Theone are travelling together and decide to take a short-cut through an old forest which will cut off three days from their trip between towns. They both scoffed at the notion of monsters in the forest, thinking that the tales are just used to scare children from the neighboring village, to keep them from wandering in it and getting lost.

The forest is large enough that it is going to take them about two days to get all the way through it. The first day goes by without incident.

The GM, using the guidelines starting on page 145 rolls every 4 hours for encounters while the two buddies are walking. They are walking (no modifier), it is Wilderness (use the Wilderness column for Encounter modifiers), it is a Clear day (+10 modifier), it is a Hostile area (+25 modifier), and the terrain is Forest & flat(-25 modifier) for a total of +10 for all rolls during the first day of walking.

Since they walked the entire day, the GM determines that he needs to make 4 rolls for encounters that first day. He rolls the following: 37, 29, 04, 56. None of these rolls are above 100 with the +10 modifier added, so no encounters happen.

That night, they camp for 11 hours (2 encounter rolls - one every 6 hours of camping). The modifiers here are the same as above, except that the party is camped. THe Gm rolls a 75 and a 60, neither of which gives a total of 100 or greater, so no encounter.

The second day, the GM rolls again for encounters with the same modifiers (+10). He rolls a 50, 26, 92, and a 03. Adding in the modifiers, the GM determines that Phredric and Theone will have an encounter during the third group of 4 hours while they march (92 + 10 > 100 = encounter).

The GM next rolls for Indirect (i.e. one spots the other) or Direct (close up meeting), and rolls an 89, which indicates a Direct Encounter. The GM now rolls on the Encounter table (page 146). He uses the Wilderness (Normal) column as that best matches the area in which the two adventurers are. The GM rolls a 91, which indicates a monster encounter. Looking at the Monsters and Terrain table on page 147, the GM decides that the encounter will be with Giant Ants (the GM ALWAYS decides what the encounter will be against - there is no random rolling for this as the encounter should always match what the GM determines should be in the area in which an encounter occurs).

Since he has determined the encounter, the GM then describes the scene to his players

Phredric and Theone are walking down the forest trail, quietly talking and enjoying the scenery, when the follow the trail around a large boulder. Ten feet down the trail, seemingly arguing over the corpse of a small squirrel are two Giant Ants. The ants look up as you round the boulder, and begin chittering excitedly, and start approaching you slowly.

The GM has decided that both sides will be equally surprised at the other, so decides not to have them roll for it. Instead, he sets the situation so that that party will have time to draw their weapons before the first round of combat begins.

The GM tells the players that they have time to draw their weapons before the ants reach them, and then asks them to declare their actions for the upcoming round.

Phredric: I will use a half parry, and attack with the other half of my OB until I find out how tough these things are. This makes my OB 34 and DB a 115 while doing this. (OB 68, half (34) moved to DB of 81 = 115)

Theone: I will use a full parry until I figure out how tough they are. I don't have a shield like Phredric does. This gives me a DB of 95 (DB 44 + OB 41 moved to DB + 10 for full parry = 95).

GM: The Giant Ants are going to attack, one on each of you as you guys both look very tasty to them. Okay, roll for initiative now. 1d10, plus your init bonus.

Phredric rolls a 9 for a total init of 24, Theone rolls a 9 as well for a total init of 22. Giant Ant #1 (GA1 - going against Phredric) rolls a 3 for an init of 23, and Giant Ant #2 (GA2 - going against Theone) rolls a 4 for a total init of 24. The order for resolution is as follows:

GA2 (24) (it has a total quickness bonus of +10)
Phredric (24) (He has a total quickness bonus of +7)
GA1 (23)
Theone (22)

Note: Rolling for init is 1d10 plus init bonus. However some GMs may want to change this to 2d10 if they feel that this does not have enough of a random element in it.

Round 1

Since Theone is doing a Full Parry, he does not get to attack this round, however, he does have to roll to make sure he does not fumble, and lose his parrying bonuses. Theone rolls a 97! He did not fumble, in fact he rolled open-ended. We will resolve the rest of this on his normal turn.

GA2 attacks Theone. The GM rolls a 27 for an attack roll of 97 (Giant Ants have an OB of 70). The GM then subtracts Theone's DB of 95 for a total attack roll of 2. This is above zero, so the GA2 has hit Theone hard enough to hurt him. The attack size is small, so we subtract 10 from the total result to get a -8 and look up the result on the Slash Table, which results in Theone taking 3 hits of damage.

Phredric rolls his attack, and gets a 69 for an attack roll of 103. After subtracting the Giant Ant's DB of 90, this gives us a total attack roll of 13, a hit! Phredric is using a Long Sword, which does a medium Slach attack, so no adjustments on the critical table. The attack does a nice litle slash delivering 7 hits!.

GA1 now attacks Phredric and rolls a 37 for an attack roll of 107. After subtracting Phredric's DB of 115, this gives us a total of -8! This is below zero, so the attack does no damage. The GM describes it as follows: The Giant Ant tries to take a bite our of you but snaps up short against your shield.

Theone rolled a 97 to make sure he did not fumble his full parry. This is within the open-ended range of dice rolls, so Theone now gets to roll again and get a 41 for a total of 138. This 138 is then used to make an unmodified (by Theone's OB) attack roll again the Giant Ant (Theone got VERY lucky and the Ant in its hurry for lunch was apparently sloppy enough to run into Theone's weapon as he was trying to fend off its mandibles). We still subtract GA2's DB from this attack, for a total attack roll of 48. Theone is using a Mace, which does a medium crush attack, so the result is unmodified for size. The strike delivers 13 hits, and 1 round of stun. The GM makes the RR against the stun for the Giant Ant, rolling a 27 for a total of 77, not enough to beat the 150 needed against a Stun, thus GA2 is stunned next round, and cannot attack.

This is the end of the first round. The GM now asks for declarations for the second round. Phredric is again going to go with a half parry, and Theone decides that since his foe is stunned, he is going to make a full attack. The GM also declares that GA1 will attack, and that GA2, being stunned, is going to slowly back up (Theone can stay with it without hindering his attack).

THe GM then calls for init rolls. Phedric rolls a 6 for a total of 21, Theone rolls a 1 for a total of 14, GA1 rolls a 4 for a 24, and for GA2, he rolls a 3 for a 23. This makes the order this round as follows:

GA1 (24)
GA2 (23)
Phredric (21)
Theone (14)

Round 2

GA1 tries to bite Phredric again and rolls a 27. This is less than what he rolled last time, so we know it will miss.

GA2 not being able to attack, backs up slowly (total of 5' moved) as he recovers.

Phredric rolls a 00 (woohoo! shouts Phredric!). This is open-ended so he gets to roll again and add them together. His second roll is an 86 for an attack roll of 220. After subtracting GA1's DB of 90, this still leaves a total attack roll of 130. Normally, a Long Sword does a Medium attack, and thus cannot get a result above 100 on the Critical Table. However, Phredric rolled a 00, which is one of the two numbers (99 being the other) that can be rolled and which allows Phredic to totall ignore Damage Caps for this attack. Looking at the Critical table for Slash, we see that it only goes up to 120, so we take that result. The GM shakes his head and tells Phredic that he is going to start calling him Ginsu from now on as he has killed the Giant Ant, and pretty well sliced it into bits that might fit in a trinket box...

Theone mumbles something under his breath as he rolls for his attack. Theone rolls a 96! Another open-ended roll! He makes his second roll, a 64 giving him an attack roll of 201. Subtracting the Giant Ant's DB of 90 still leaves a total attack roll of 111. However, the Mace being a medium weapon, has a Damage Cap of 100. Thus Theone does 27 hits of damage, gives 4 rounds of stun, and a -25 modifier to all of its actions. GA2 rolls a 97, followed by a 03, which added to its RR modifier for Stamina gives a total of 150 against the stuns. However, the Giant Ant needed a 165 to resist the 4 rouns of stun, so it failed.

The GM calls for actions for round 3. Phredric declares that he will move up to help Theone and attack the Giant Ant while keeping with the half parry again. Theone declares another full attack on the ant, and the GM declares that the Giant Ant is hurting and is going to run. THe GM then calls for init rolls.

Phredric rolls an 8 for a total of 23, Theone rolls a 5 for an 18. And the GM rolls a 9 for the Giant Ant, giving it a total of 29.

Round 3

GA2 wheels and runs into the underbrush, which is way to thick for Phredric and Theone to follow.

Phredric rolls his attack (he only moved 5 feet, so he can still make a full attack on the retreating Giant Ant). He rolls a 28 for an attack roll of 62. However, he also gets a +35 (for flank and rear bonuses since the Giant Ant is running away) for a total attack roll of 7 (28 roll + 34 OB + 35 positional mods - 90 Ant's DB = 7), nicking it for an additional 5 hits.

Theone rolls 47 giving him an attack roll of 88, which after subtracting the Ants DB is a miss.

The GM then declares that the Ant has gotten away into the brush and that they cannot easily follow it. Phredric and Theone take stock of themselves and decide that their wounds are not deep enough to worry about right now and decide that it might be a better idea if they were to continue on before the injured Ant decides to come back with a bunch of its friends.... So off they go!

The GM then decides to go ahead an award experience to the characters for the encounter. The GM decides that this encounter is Minor Party Goal. The GM also decides that this encounter was a HARD difficulty encounter since the monsters were twice the level of the characters, and awards each character 100 experience points each. This means that these new adventurers only need 250 more experience points each to reach second level.
 

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