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Response to Woas about HARP
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<blockquote data-quote="Greatwyrm" data-source="post: 1875449" data-attributes="member: 479"><p>A few more thoughts...</p><p></p><p><em>Attack/Damage Mechanic:</em> I like that a higher attack roll produces more damage. It seems odd that in many games, you can hit by a ridiculous margin, but still only nick your opponent.</p><p></p><p>Needing to reference a chart each time seems like it would be a little less intuitive, though. Most of the other mechanics in the game seem like you'd hardly ever need to look them up, but you'll need the weapons chart each time (but there are far fewer than in Rolemaster).</p><p></p><p><em>Spell System: </em> I like the scalability of the spell system, done similarly to the way the Expanded Psi Handbook for 3.5 allows you to spend more points for greater effects.</p><p></p><p>I was a little disappointed to see that rules for making your own new spells weren't included (didn't see any for new magic items either). The spells included are consistent enought that you could probably do a decent job of reverse engineering the guidelines. However, I'm guessing this is better addressed in the Magic supplement.</p><p></p><p>A minor nitpick in the spell section for me is the reprinting of spells that appear on different caster lists. Just doesn't seem like an efficient use of space.</p><p></p><p><em>Monsters:</em> A good cross section of monsters for a basic fantasy game. There are also guidelines for improving or modifying them using the class system characters use. I like this in D&D and I like it here.</p></blockquote><p></p>
[QUOTE="Greatwyrm, post: 1875449, member: 479"] A few more thoughts... [I]Attack/Damage Mechanic:[/I] I like that a higher attack roll produces more damage. It seems odd that in many games, you can hit by a ridiculous margin, but still only nick your opponent. Needing to reference a chart each time seems like it would be a little less intuitive, though. Most of the other mechanics in the game seem like you'd hardly ever need to look them up, but you'll need the weapons chart each time (but there are far fewer than in Rolemaster). [I]Spell System: [/I] I like the scalability of the spell system, done similarly to the way the Expanded Psi Handbook for 3.5 allows you to spend more points for greater effects. I was a little disappointed to see that rules for making your own new spells weren't included (didn't see any for new magic items either). The spells included are consistent enought that you could probably do a decent job of reverse engineering the guidelines. However, I'm guessing this is better addressed in the Magic supplement. A minor nitpick in the spell section for me is the reprinting of spells that appear on different caster lists. Just doesn't seem like an efficient use of space. [I]Monsters:[/I] A good cross section of monsters for a basic fantasy game. There are also guidelines for improving or modifying them using the class system characters use. I like this in D&D and I like it here. [/QUOTE]
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