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Response to Woas about HARP
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<blockquote data-quote="Rasyr" data-source="post: 1875847" data-attributes="member: 2855"><p>Same thought here. For instance, in Rolemaster, you can open-end your attack roll many times and end up a total of several hundred for the attack, and then roll a 01 for the critical and do NO extra damage. Thus, in HARP, the amount of damage done is tied to how well you hit your opponent.</p><p></p><p>Actually, the critical tables are only referenced if you actually hit your foe. The determination of whether or not you hit does not use the tables at all.</p><p></p><p>Also, it is important to note that HARP does contain an option for running combat without using critical tables at all (the Life Points option). There is a second variation of that in the book Martial Law as well (along with critical tables with columns keyed to body location as well).</p><p></p><p>Again, we are back to the flexibility of the HARP system, and how you can easily replace the critical tables with something else. </p><p></p><p>For example, one person has decided to use a variation of the Life Point system. In it, he uses a different die type for each critical size, and then for every 20 points of the final attack roll, the player gets to roll an additional die of the same type. Thus, a character doing a medium attack (broad sword), and having a final attack roll of 47 would do 2d10 damage. He then figures bleeding and maneuver penalties on the fly from the total amount of hit damage done on the dice.</p><p></p><p>I actually designed that system several years ago. Back when ICE's Spacemaster first came out, before I could get a chance to purchase it, I used that basic design for a psionics system of my own devising (though unfortunately I never finished it). Then in 2002 when I started designing HARP, I used that same basic system, though in a much more codified manner, for the HARP spell system. </p><p></p><p>Correct, both the creation of new spells (and Cantrips), the creation of magic items (which requires either rituals or certain spells), and the creation of Rituals are all covered in College of Magics.</p><p></p><p>To create new spells, you select the proper aspects and atributes of the spell you are creating. Each has a point cost (and multiple aspects increases the cost by doubling the cost of aspects beyond the first), and the final point cost is what is used to determine how many Power Points the base spell will cost. Certain Scaling Options (such as range and duration increases) have set costs (in PP), and are added in at the end of the spell creation process.</p><p></p><p>Well, that was done for ease of use by the player. Notice how each profession's spells begin and end on a specific page, and how you never have spells from two professions on the same page. It was done like this so that a player can just photocopy the pages with the spells for his profession (or a GM can do the same for a player who does not have the book) on them, and not have to worry about spells outside their profession being mixed in with the rest.</p><p></p><p>For example, if you are GMing, and a player (who does not have HARP), is playing a Warrior Mage, then you only need to photocopy pages 111-114 for the Universal spells that he might learn, and pages 135-137 for the Warrior Mage spells that he might learn. That is 7 pages in total versus a possible 12 or more page if we had listed the spells alphabetically, and not by sphere, and not repeated spells that were in more than one sphere. See? Easier for those playing the game.</p><p></p><p>Thanks! I will admit that I did get the inspiration for that (i.e. monster can have levels in professions) from D&D. </p><p></p><p>However, I implemented the basic concept in a slightly different manner as HARP does not have "monster levels" like D&D does. Instead all creatures are created as straight HARP Fighters of the appropriate level. Thus Kobolds are all first level Fighters, and Orcs are all 6th level Fighters. I also used 75 across the board for all stats as well (for consistency). Also, with the rules for additional Professions, this makes it easy to add levels of Mage, Cleric, or whatever you like to the base monster, or to create him as that profession from the ground up as well.</p></blockquote><p></p>
[QUOTE="Rasyr, post: 1875847, member: 2855"] Same thought here. For instance, in Rolemaster, you can open-end your attack roll many times and end up a total of several hundred for the attack, and then roll a 01 for the critical and do NO extra damage. Thus, in HARP, the amount of damage done is tied to how well you hit your opponent. Actually, the critical tables are only referenced if you actually hit your foe. The determination of whether or not you hit does not use the tables at all. Also, it is important to note that HARP does contain an option for running combat without using critical tables at all (the Life Points option). There is a second variation of that in the book Martial Law as well (along with critical tables with columns keyed to body location as well). Again, we are back to the flexibility of the HARP system, and how you can easily replace the critical tables with something else. For example, one person has decided to use a variation of the Life Point system. In it, he uses a different die type for each critical size, and then for every 20 points of the final attack roll, the player gets to roll an additional die of the same type. Thus, a character doing a medium attack (broad sword), and having a final attack roll of 47 would do 2d10 damage. He then figures bleeding and maneuver penalties on the fly from the total amount of hit damage done on the dice. I actually designed that system several years ago. Back when ICE's Spacemaster first came out, before I could get a chance to purchase it, I used that basic design for a psionics system of my own devising (though unfortunately I never finished it). Then in 2002 when I started designing HARP, I used that same basic system, though in a much more codified manner, for the HARP spell system. Correct, both the creation of new spells (and Cantrips), the creation of magic items (which requires either rituals or certain spells), and the creation of Rituals are all covered in College of Magics. To create new spells, you select the proper aspects and atributes of the spell you are creating. Each has a point cost (and multiple aspects increases the cost by doubling the cost of aspects beyond the first), and the final point cost is what is used to determine how many Power Points the base spell will cost. Certain Scaling Options (such as range and duration increases) have set costs (in PP), and are added in at the end of the spell creation process. Well, that was done for ease of use by the player. Notice how each profession's spells begin and end on a specific page, and how you never have spells from two professions on the same page. It was done like this so that a player can just photocopy the pages with the spells for his profession (or a GM can do the same for a player who does not have the book) on them, and not have to worry about spells outside their profession being mixed in with the rest. For example, if you are GMing, and a player (who does not have HARP), is playing a Warrior Mage, then you only need to photocopy pages 111-114 for the Universal spells that he might learn, and pages 135-137 for the Warrior Mage spells that he might learn. That is 7 pages in total versus a possible 12 or more page if we had listed the spells alphabetically, and not by sphere, and not repeated spells that were in more than one sphere. See? Easier for those playing the game. Thanks! I will admit that I did get the inspiration for that (i.e. monster can have levels in professions) from D&D. However, I implemented the basic concept in a slightly different manner as HARP does not have "monster levels" like D&D does. Instead all creatures are created as straight HARP Fighters of the appropriate level. Thus Kobolds are all first level Fighters, and Orcs are all 6th level Fighters. I also used 75 across the board for all stats as well (for consistency). Also, with the rules for additional Professions, this makes it easy to add levels of Mage, Cleric, or whatever you like to the base monster, or to create him as that profession from the ground up as well. [/QUOTE]
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