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Response to Woas about HARP
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<blockquote data-quote="Rasyr" data-source="post: 1892501" data-attributes="member: 2855"><p>Ok, then I give you two answers as well. <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>Conversion should be a relatively easy process as both systems use some of the same concepts at their core, although implemented in a different manner.</p><p></p><p>For example, spells lists from RM you could most likely use as they are, with a just a little reworking on the costs.</p><p></p><p>Arms Law can be used with HARP with only minor adjustments.</p><p></p><p>Monsters - can be readily used. However, monsters in RM used much different methods for their creation, and will often be less powerful than HARP monsters. The simple solution here is to compare a few of the HARP and RM monsters, and to just work out an average bonus to give to RM monsters to bring them closer to being inline with the power level of HARP monsters (which are built as Fighters - yes, all monsters in HARP are built just like PCs are built).</p><p></p><p>Magic items - the only conversion needed here is anything that produces a spell-like effect of some sort and not always even then.</p><p></p><p></p><p>Yes, Nick Caldwell (who authored College of Magics for HARP, Mentalism Companion, and Construct Companion for RM) is in the process of authoring a sci-fi version of HARP. </p><p></p><p>Now, while ICE has no plans on doing a Modern version of HARP, we have received interest from at least one person who would like to license HARP and do a modern version themselves. We have also received several other license request for various different settings (all very interesting).</p><p></p><p>I also have a couple of modern era type game ideas sitting in the back of my brain gathering dust (each is actually a combined setting/game idea, but highly specialized in nature) and those may see the light of day in a few years once we have the resources to further develop them.</p></blockquote><p></p>
[QUOTE="Rasyr, post: 1892501, member: 2855"] Ok, then I give you two answers as well. :D Conversion should be a relatively easy process as both systems use some of the same concepts at their core, although implemented in a different manner. For example, spells lists from RM you could most likely use as they are, with a just a little reworking on the costs. Arms Law can be used with HARP with only minor adjustments. Monsters - can be readily used. However, monsters in RM used much different methods for their creation, and will often be less powerful than HARP monsters. The simple solution here is to compare a few of the HARP and RM monsters, and to just work out an average bonus to give to RM monsters to bring them closer to being inline with the power level of HARP monsters (which are built as Fighters - yes, all monsters in HARP are built just like PCs are built). Magic items - the only conversion needed here is anything that produces a spell-like effect of some sort and not always even then. Yes, Nick Caldwell (who authored College of Magics for HARP, Mentalism Companion, and Construct Companion for RM) is in the process of authoring a sci-fi version of HARP. Now, while ICE has no plans on doing a Modern version of HARP, we have received interest from at least one person who would like to license HARP and do a modern version themselves. We have also received several other license request for various different settings (all very interesting). I also have a couple of modern era type game ideas sitting in the back of my brain gathering dust (each is actually a combined setting/game idea, but highly specialized in nature) and those may see the light of day in a few years once we have the resources to further develop them. [/QUOTE]
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