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Response to Woas about HARP
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<blockquote data-quote="Teflon Billy" data-source="post: 1855794" data-attributes="member: 264"><p>Yer darn tootin' <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=":)" /></p><p></p><p>I think the character generation rules for HARP are some of the nicest I have ever come across. They are amazingly flexible and manage to provide a <em>lot</em> of options for PC's without succumbing to the Power Creep I find prevalent when a great number of D20 supplements are added to Core D&D in an effort to increase PC uniqueness.</p><p></p><p>The Magic system, while still very mechanical in nature, provides a very "tweakable" set of tools for the game.</p><p></p><p>I, like Dinkeldog, was worried about the lethality of HARP's predecessor, but while the rules maintain alot of the "gore" that I associate with Rolemaster, there preponderence of healing (and make no mistake: more so even than in D&D <em>a PC Party needs a healer</em>) tends to minimize the "Gimpmaster" elements I was expecting.</p><p></p><p>I am curretnly running two games, one for a group of 12-year old girls and one for a group of adult newbs with background in film.</p><p></p><p>Neither has had any trouble understanding the rules, nor have they presented me with any concepts or actions that weren't relatively easy to model with the core book.</p><p></p><p>I recently gave my second copy of HARP to Colonel Hardisson, who will be reviewing it shortly (he is equally impressed)</p></blockquote><p></p>
[QUOTE="Teflon Billy, post: 1855794, member: 264"] Yer darn tootin' :) I think the character generation rules for HARP are some of the nicest I have ever come across. They are amazingly flexible and manage to provide a [i]lot[/i] of options for PC's without succumbing to the Power Creep I find prevalent when a great number of D20 supplements are added to Core D&D in an effort to increase PC uniqueness. The Magic system, while still very mechanical in nature, provides a very "tweakable" set of tools for the game. I, like Dinkeldog, was worried about the lethality of HARP's predecessor, but while the rules maintain alot of the "gore" that I associate with Rolemaster, there preponderence of healing (and make no mistake: more so even than in D&D [i]a PC Party needs a healer[/i]) tends to minimize the "Gimpmaster" elements I was expecting. I am curretnly running two games, one for a group of 12-year old girls and one for a group of adult newbs with background in film. Neither has had any trouble understanding the rules, nor have they presented me with any concepts or actions that weren't relatively easy to model with the core book. I recently gave my second copy of HARP to Colonel Hardisson, who will be reviewing it shortly (he is equally impressed) [/QUOTE]
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