Author Topic: HARP Combat options  (Read 7103 times)

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Offline janpmueller

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Re: HARP Combat options
« Reply #20 on: April 10, 2009, 07:09:19 AM »
Reading the original thread, I strongly suppose there will be a different version for each :D
"What's in the box?" - "Pain."

Offline Right Wing Wacko

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Re: HARP Combat options
« Reply #21 on: April 10, 2009, 07:13:42 AM »
WOW!

I'm in!
A military solution isn't the only answer, just one of the better ones.
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Offline Fidoric

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Re: HARP Combat options
« Reply #22 on: April 10, 2009, 08:49:49 AM »
I belileve there will be one version of each weapon critical table, one for Harp, one for RMC, one for HB11, one for H&S...
Now there's a plan : we go there, we blast him, we come back...
Fighters forever !
Heart of steel.

Offline Right Wing Wacko

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Re: HARP Combat options
« Reply #23 on: April 10, 2009, 09:01:05 AM »
I belileve there will be one version of each weapon critical table, one for Harp, one for RMC, one for HB11, one for H&S...

Oh wow...
When is it due out?!
A military solution isn't the only answer, just one of the better ones.
www.strategypage.com

"Note #0: A GM has the right to change any rule in a book to fit their game."- markc

Offline Rasyr-Mjolnir

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Re: HARP Combat options
« Reply #24 on: April 10, 2009, 09:22:53 AM »
When my 100th clone is finished and up and running.

Offline Right Wing Wacko

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Re: HARP Combat options
« Reply #25 on: April 10, 2009, 09:58:12 AM »
When my 100th clone is finished and up and running.
:laugh1:
A military solution isn't the only answer, just one of the better ones.
www.strategypage.com

"Note #0: A GM has the right to change any rule in a book to fit their game."- markc

Offline Karizma

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Re: HARP Combat options
« Reply #26 on: April 10, 2009, 10:46:40 AM »
When my 100th clone is finished and up and running.
Well maybe when we get HARP SF Xtreme we'll get the cloning rules, and then we can have Critical Table Law for HARP SF and Spacemaster as well!

On another note, I've started writing my will...

Offline jasonbrisbane

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Re: HARP Combat options
« Reply #27 on: April 12, 2009, 07:58:29 AM »
This thread is the Best! Everyone gets a laugh point!
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Jason Brisbane
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Offline Fidoric

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Re: HARP Combat options
« Reply #28 on: April 12, 2009, 10:59:00 AM »
Be careful when you deal laugh points like this. Too much on a single person, a failed RR and you risk a laughing critical...
Now there's a plan : we go there, we blast him, we come back...
Fighters forever !
Heart of steel.

Offline Witchking20k

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Re: HARP Combat options
« Reply #29 on: April 13, 2009, 01:52:42 PM »
The easiest way to speed up combat is to redefine what a "defeated" foe is.  Most opponents will not fight to the death.  I use a "moral" system to determine if a foe flees or not in combat.  You can use a base+mod system, like 50% +whatever their wound penalty is.  So after a light wound of -10 there would be a 60% chance a foe would flee.....
Beer is proof that God loves us and wants us to be happy.

Offline Fidoric

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Re: HARP Combat options
« Reply #30 on: April 13, 2009, 02:17:31 PM »
That makes sense to me. IMO, most normal foes will try to break away from combat after a crit.
Now there's a plan : we go there, we blast him, we come back...
Fighters forever !
Heart of steel.

Offline janpmueller

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Re: HARP Combat options
« Reply #31 on: April 14, 2009, 09:59:54 AM »
Idea point for you, Witchking. Thrillingly easy, but a very fair and realistic way to handle combats. "Combat Moral" could even be a skill that foes develop (with SD and Pr as the stats).

Also, players could force a moral check by using certain skills to intimidate/ insult the foe. The more often you force a foe to check their moral, the more likely it is that he will stop pestering you. Of course, deciding wether to use your round for a good swing or else for a good insult... difficult decision.

Really nice!
"What's in the box?" - "Pain."

Offline Fidoric

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Re: HARP Combat options
« Reply #32 on: April 14, 2009, 02:24:48 PM »
Quote
Of course, deciding wether to use your round for a good swing or else for a good insult... difficult decision.

A problem easily adressed using the excellent SPAR rules by Jurasketu...
Now there's a plan : we go there, we blast him, we come back...
Fighters forever !
Heart of steel.

Offline Witchking20k

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Re: HARP Combat options
« Reply #33 on: April 14, 2009, 05:40:12 PM »
Thanks.
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Offline jurasketu

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Re: HARP Combat options
« Reply #34 on: April 14, 2009, 11:43:24 PM »
Quote
A problem easily addressed using the excellent SPAR rules by Jurasketu...

Thanks for the praise and naturally I second that notion.
It is better to be lucky than good, but it is *best* to be both.

When in fear, when in doubt, run in circles, scream and shout!

Offline jasonbrisbane

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Re: HARP Combat options
« Reply #35 on: April 15, 2009, 06:23:28 AM »
I thought that it was a Good Idea, but as purely optinal.

Personally I dont like the idea that  the PC's actions are controlled by others..
I've had PC's run away from combat due to their personality/nature and becasue they were essentially playing an self-serving character...

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Jason Brisbane
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Author of "The Ruins of Kausur"
http://roleplayingapps.wordpress.com

Offline Witchking20k

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Re: HARP Combat options
« Reply #36 on: April 15, 2009, 07:49:13 AM »
I don't apply combat morale roll to PCs, just your average encounter....wolves, goblins, etc...most of these things would not fight to the death given an option.

Now, if driven by some sort of "boss monster" I apply the Boss Prx2 to their morale and often tie the morale roll to the health of the Boss too.
Beer is proof that God loves us and wants us to be happy.

Offline janpmueller

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Re: HARP Combat options
« Reply #37 on: April 27, 2009, 09:31:45 AM »
Quote
Quote
Of course, deciding wether to use your round for a good swing or else for a good insult... difficult decision.
A problem easily adressed using the excellent SPAR rules by Jurasketu...
How so? We actually use that system and enjoy it, but right now I can't see why it would make the decision "attack" or "free action" obsolete? Or ist it just that speech is always possible?

Also note that this decision wasn't a problem to me, but a nice way to implement moral into combat. If "insult foe's moral" was a skill you had to use your round for, possibly resulting in the foe stopping to hassle you, that would be cool! I wouldn't want that to be remedied.
"What's in the box?" - "Pain."

Offline RandalThor

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Re: HARP Combat options
« Reply #38 on: April 27, 2009, 04:14:30 PM »
Personally I dont like the idea that  the PC's actions are controlled by others..

I don't agree here. Just because they are PCs doesn't mean they are totally immune to fear and such - and not just the magical kind. If you allow them to be the bravest people on the face of the planet, why not the smartest so they know everything? Or the strongest? Or most charismatic - we all know that the same thing said by a person with a 25 Presence will be taken much differently than a 95 Presence. Bravery is just another attribute that everyone (PCs included) have to varying degrees.

Anyway, failing a morale test could become a great storyline where the character goes on a "spirit-quest" to redeem themselves. Role-play, role-play, role-play: the name of the game.
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Offline jurasketu

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Re: HARP Combat options
« Reply #39 on: April 27, 2009, 11:24:39 PM »
Let my throw these thoughts into the ring...

"When in fear, when in doubt, run in circles, scream and shout!"

In Stormbringer, Call of Cthulhu, WFRP, "cool" checks were the norm such that it seemed nothing out of the ordinary to have half the adventurers running in panic and trying to 'escape'. In fact, we probably had more "fun" trying to role play the panic than actually 'standing and fighting'. Admittedly, we had a number of loony players (including yours truly).

In RMC, D&D, we panicked and ran all the time because we opened the wrong door or blundered into something dangerous. Obviously, demons and undead cause failed fear checks and result in PCs fleeing in fear or worse the draft horses flee in panic taking half the adventurers down a dangerous mountain road in the wagon...

As a Gamemaster, I often test the players 'mettle' by giving them encounters where the best possible survival option is "RUN AWAY! RUN AWAY!". Most of the time, they remember that fleeing in panic or making a tactical retreat is a perfectly valid encounter option. Sometimes, however, it gets a bit ugly...

So. Morale checks? If the best fighter goes down, should all the PCs have to make a morale check if they don't bother to flee all on their own? Maybe. Maybe not. It seems perfectly reasonable to me. Then again, most of my gaming groups were always conditioned to panic all on their own - and so we would flee without GM prompting. It sure creates hilarious plot complications when a panic arises.

It is better to be lucky than good, but it is *best* to be both.

When in fear, when in doubt, run in circles, scream and shout!