Hello everyone,
I am a veteran GM of some 25+ years with a similar amount of game systems. I'm going to be running my first game of HARP in the next two weeks and had some questions.
1) Arcane Bolt
When increasing the damage for Arcane Bolt, what does "each 1d10 hits? 5d6 max" mean? Is that a misprint and should read 5d10 max? Two separate rolls one for max damage and then another for actual damage?
2) Adventurer Profession
I understand that the Rogue is a jack of all trades, but what is the Adventurer profession then? I can explain briefly what each profession's basic concept is, but the Adventurer seems so odd.
3) Magic Spell Ranks
So I need to have a different skill for each spell that i want. If I am a Mage, I can start with one spell or twenty if I have enough ranks to spend. But if I do not have enough ranks to equal the PP for the spell, including overcasting, then I cannot cast it. What is the reasoning behind this game design decision? Does it work well in your games? The reason I ask is that the system seems so flexible in letting players try whatever they like, but this arbitrary rule seems so limiting. If I don't have a lot of ranks and want to try a big spell, why not let the player decide if he can handle the negative modifiers? I understand as a GM, I can alter whatever I want, I'm simply wondering what your take on this restriction is.
4) Combat
I made a standard fighter character as a test. Not a munchin type, just a general fighter that I felt my players might put together. He ended up with a 41 OB and a 61 DB. I'm sure he could be made offensive and might earn stronger armor, and I know that other characters (like mages) might be weaker, but I felt he was a decent balance.
So, in combat, I roll d100 (open ended) add my OB and subtract my DB. If my fighter fights himself, that gives him a -20 to the d100 and roughly an effective roll of 30 on the critical chart with each throw of the dice. Is this normal? A "30" hit every time?
Parry is supposedly very important, so is this considered a default action by your players for each attack? How does the call out for this maneuver work during combat? If parry is so critical to keeping you alive, how do you handle announcing it and by how much for each action? Dodge says it takes a full action, but do any of the parries?
I've read that lots of GMs don't have their player's announce their actions each round as it takes up too much time. Doesn't this negate Sudden Dodge?
How does my turn sequence affect a normal Dodge? If my Enemy goes before me, and I want to Dodge, am I dodging? What about parry? How does the timing of this work?
5) Odd Skills
I've designed two original RPGs over the years and have a nice set of skills for fantasy and sci-fi (but we really want to try HARP as it looks like a lot of fun!). Looking at the skill list, I'm going to knock off Rope Mastery, as I don't feel we really need to be rolling dice for "knot recognition, knot-tying, braiding".
I've heard that RM had a big problem with tons of various skills that were really splitting hairs, so maybe this is a hold over from that, but I've never played RM.
Back on topic: Riding is a skill in my own original system that gets used only once every blue moon and encompasses mounted combat, maneuvers, and animal handling. HARP has Riding, Animal Handling as a separate skill and Beast Mastery as another. Do we really need all three of these? How have you used these in your games? Seems like there's a little bit of fluff in these skills.
Contortions as a skill? How often has that come up in your adventures? Seems like an Agility based roll more than a special skill. Might as well have a skill named "Breaking Down Doors".
The ones that really get me are the influence related skills: Dupe, Public Speaking, Oratory, Story Telling, Trickery. What really is the difference in your adventures between Dupe and Trickery? I swear I read about a skill called Oratory on a thread somewhere, but if someone is a master at Oratory skill, wouldn't it stand to reason that they know how to tell a story and speak in public, and for that matter, dupe the odd fool every now an then?
Don't mean to come off quite so negative at this point. I love the system so far. I'm very excited about it, but some of these skills are rubbing me the wrong way.
6) Magic Casters
In my campaigns, casting Magic (or Psionics in a sci-fi setting) sets you apart from the masses. You can do things others can only dream about. It's hard to "disarm" you, possible to restrict your movement and verbal casting, but to truly disarm you in a dungeon is a difficult task unlike the fighter next to you.
So, I'm surprised that ANYONE can learn Universal spells with just a few skill points. Per my math, a fighter can spend just 12 points to pick up Minor Healing, which is a critically handy spell to learn. Or 8 points will give him Arcane Bolt. I don't mind that a fighter can pick up spells, but it seems pretty easy for every class to be magic users. Dealing with that backup crossbow, reload times, and ammunition don't seem worth the effort if you can just fire magic at them.
My preference is for a low-magic campaign in any event. I want any character to be able to cast magic if they want, but there needs to be more of a price to pay in my opinion. What are your thoughts on this? I mean, if it's a choice between my fighter having an extra rank or two in Perception and Tracking OR being able to cast Minor Healing, I'm going Minor Healing every time. How have your players managed this?
7) Ability tests
When rolling an Ability Test (for which there is no skill), we are to roll d100 and add 2x the Ability Bonus. On my big fighter character I created, he has an 13 Strength Bonus if memory serves me correctly. Doubling this to a 26 addition, gives him roughly a 26% of success (excluding criticals) of making a standard adventuring ability check. Nothing too easy, nothing too hard. This is a fellow with monstrous strength and he only has a 26% to succeed? Seems odd. I know I can alter difficulty levels as the GM, but this feels like it should be more in the 70-80% of success for players to have fun and still have a challenge for success.
And what about the fellow with average strength and a zero bonus. He has no chance to succeed an average ability check outside of a critical? Really? Am I missing something in the rules? This doesn't seem right.
Creatures
Looking at the creatures in the back of book, level 1 Kobold and Goblin for example, I was blown away by their OB and DB compared to my fighter. I'm sure I could go back and redo him to min/max his abilities to match, but the monsters seem so much stronger. Let alone the poor player who creates someone not completely dedicated to combat.
A level 1 Kobold with 60 DB and 50 OB seems nasty. Any tweeks or recommendations for handling monsters? Or do the players just need to realize that a single level 1 kobold is an intimidating force to anyone but the main tank. Let alone 10-20 per the book. I was expecting more of a 30OB/DB concept. How do you use monsters? Any adjustments?
More to come I'm sure.
Thank you,
Tom