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Response to Woas about HARP
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<blockquote data-quote="Rasyr" data-source="post: 1880383" data-attributes="member: 2855"><p>Had never thought that might be an issue. Just to make it absolutely clear for anybody else who might have this same issue, HARP uses a roll-over percentage mechanism. This means that you roll, add your bonuses (i.e. total skill bonus) and modifiers (difficulty modifiers normally, all are multiples of 20, both positive and negative) to this roll, and then determine success (or degree of success if using one of the columns from the Maneuver Table - most skills just require a 101 or higher to succeed with no table look-ups).</p><p></p><p>Thanks! I wanted to allow for different kinds of maneuvers without making it complicated, yet also wanted to make sure that what was allowed for also allowed for resolution of anything not covered by the rules. The three main columns of the maneuver table (Perecntage, Bonus, & RR) can be used to resolve almost any sort of situation. Combined with the default All-or-nothing method, this allows for any conceivable situation to be covered, even those highly unusual and complex situations that PCs like to get themselves into.</p><p></p><p>Using that table, the next time a PC says " I want run on the pile of orcs we knocked down, and jump up and swing across the room on the chandelier to the door on the other side", all you would have to do is say, "Ok, that is going to be a comlpex action, so we will use the Percentage Column of the Maneuver Table. It is also going to be Extremely Hard to accomplish, but you do get to use any Acrobatics skill that you have." and boom! instant method to resolve it!</p><p></p><p>When you can put your finger on it, let me know, okay? For the most part, the system works in muhc the same way as d20 for resolution (just uses different dice), especially if you think of the difficulty modifiers as "DC modifiers". Thus instead of telling a player that they get a -20 to the roll for a Hard Maneuver, just tell them that they need a 121 or higher, or don't tell them at all and just ask for their total (and apply the difficulty mod yourself). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>That is likely from being not fully used to HARP yet. To me, two stats beign associated with a skill is natural, and having only one stat asociated isn't. Then again, I am more used to HARP and to Rolemaster before it (note: the current version of Rolemaster has 3 stats for each skill... hehe).</p><p></p><p>Which you can easily pair down to what you like. <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=":)" /> Note however, that if you are referring to the Combat Actions, I would most definitely leave Full Parry, Parry, and a couple of others as well (Parrying is extremely important in HARP!) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Huzzah!</p><p></p><p>Glad that you liked it overall. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Rasyr, post: 1880383, member: 2855"] Had never thought that might be an issue. Just to make it absolutely clear for anybody else who might have this same issue, HARP uses a roll-over percentage mechanism. This means that you roll, add your bonuses (i.e. total skill bonus) and modifiers (difficulty modifiers normally, all are multiples of 20, both positive and negative) to this roll, and then determine success (or degree of success if using one of the columns from the Maneuver Table - most skills just require a 101 or higher to succeed with no table look-ups). Thanks! I wanted to allow for different kinds of maneuvers without making it complicated, yet also wanted to make sure that what was allowed for also allowed for resolution of anything not covered by the rules. The three main columns of the maneuver table (Perecntage, Bonus, & RR) can be used to resolve almost any sort of situation. Combined with the default All-or-nothing method, this allows for any conceivable situation to be covered, even those highly unusual and complex situations that PCs like to get themselves into. Using that table, the next time a PC says " I want run on the pile of orcs we knocked down, and jump up and swing across the room on the chandelier to the door on the other side", all you would have to do is say, "Ok, that is going to be a comlpex action, so we will use the Percentage Column of the Maneuver Table. It is also going to be Extremely Hard to accomplish, but you do get to use any Acrobatics skill that you have." and boom! instant method to resolve it! When you can put your finger on it, let me know, okay? For the most part, the system works in muhc the same way as d20 for resolution (just uses different dice), especially if you think of the difficulty modifiers as "DC modifiers". Thus instead of telling a player that they get a -20 to the roll for a Hard Maneuver, just tell them that they need a 121 or higher, or don't tell them at all and just ask for their total (and apply the difficulty mod yourself). :D That is likely from being not fully used to HARP yet. To me, two stats beign associated with a skill is natural, and having only one stat asociated isn't. Then again, I am more used to HARP and to Rolemaster before it (note: the current version of Rolemaster has 3 stats for each skill... hehe). Which you can easily pair down to what you like. :) Note however, that if you are referring to the Combat Actions, I would most definitely leave Full Parry, Parry, and a couple of others as well (Parrying is extremely important in HARP!) :D Huzzah! Glad that you liked it overall. :D [/QUOTE]
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