Author Topic: Tweaks for HARP Fantasy core rulebook  (Read 17068 times)

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Offline GrumpyOldFart

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #60 on: January 30, 2011, 08:04:51 PM »
Here's a radical idea. Split the adolescence skill ranks into 2 parts of 10 ranks each, instead of 1 of 20. They are the same cultures on both tables, but not the same skills. This allows you to have either the pure militaristic culture, or the nomadic militaristic culture, or the militaristic nomad culture, or the militaristic urban culture, or etc.

See what I'm driving at? You can increase the amount of customization available in cultural background by a large factor, just by splitting each cultural skill set in half, and matrixing the halves. And you don't have to do the matrixing either, the players will do that. Just provide 2 tables for cultural background ranks instead of 1.

Of course, the GM still makes the call as to which of his available races, etc. qualify for what ranks from what cultures. That's the idea, it puts more tools in the GM's hands.
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Offline Thos

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #61 on: January 31, 2011, 07:39:55 PM »
I just hope that the core principle of simplicity is kept in mind. HARP is not Rolemaster. I don't want to see it become Rolemaster. I also don't want an overly dumbed down version of HARP. If it sticks in the vein of HARP SF for updates, I'll be happy!  :D
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Offline Thos

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #62 on: February 01, 2011, 04:12:45 AM »
Also, there was a huge list of errata and FAQs that I downloaded from this site. I can't find it now, but correcting those issues would be a HUGE step in the right direction IMO. There is so much helpful stuff in that PDF!
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Offline GrumpyOldFart

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #63 on: February 01, 2011, 08:34:30 AM »
I just hope that the core principle of simplicity is kept in mind. HARP is not Rolemaster.

Which is one of the reasons I put that suggestion the way I did. If, for example, you have 10 cultures, and you split the 20 ranks in half among each of them, it allows for up to 100 cultural backgrounds.... and yet it's no extra work to keep the same 10 you started with, and very little extra work to produce any of the 90 other combinations.

Simple, yet robust.
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Offline kasalin

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #64 on: February 01, 2011, 11:24:37 AM »
Has any decision been reached on what to tweak?  If any content is changed, will that PDF be available to people who have previously purchased it?
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Offline ob1knorrb

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #65 on: February 01, 2011, 11:36:49 AM »
Also, there was a huge list of errata and FAQs that I downloaded from this site. I can't find it now, but correcting those issues would be a HUGE step in the right direction IMO. There is so much helpful stuff in that PDF!

This one?

http://www.icewebring.com/docs/HARP_Rev_FAQ_2004.pdf
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Offline Thos

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #66 on: February 01, 2011, 04:13:06 PM »
Also, there was a huge list of errata and FAQs that I downloaded from this site. I can't find it now, but correcting those issues would be a HUGE step in the right direction IMO. There is so much helpful stuff in that PDF!

This one?

http://www.icewebring.com/docs/HARP_Rev_FAQ_2004.pdf


Yup, that's the one!! I think that's a great starting point for making needed updates!  ;D
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Offline Witchking20k

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #67 on: February 02, 2011, 06:38:30 AM »
I like Harp; but to me, its always been balanced to play from levels 1-10.  Which is fine.  If I were to make a change I'd probably start by putting level qaulifiers on some spells.
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Offline Zhaleskra

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #68 on: February 02, 2011, 03:51:34 PM »
I both do and don't like continuous initiative. At the same time, switching to a single d10 makes more sense in say, World of Darkness where you're going from "successes" to initiative, than HARP. I'd stay with the d10 and d10%. This is because I really don't like it when the core mechanic decides to suddenly change itself.
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Offline NEPHiLiX

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #69 on: February 16, 2011, 04:30:45 PM »
Can somebody, for the love of god, give an initiative bonus for Small and Tiny weapons and a bonus to Ambush? This is a HUGE oversight in the HARP system that makes it so that these kinds of weapons are stupidly rare among PCs (even ones who should be all over them--thieves, shadow assassins, etc). The way the system is designed, an assassin is far better off lining up a two-handed sword on his unsuspecting victim rather than a smaller, more accurate weapon like a stilletto or short sword. As it stands, someone would have to be a moron to use Small/Tiny weapons--as secondary weapons or otherwise.

Also, make the ranges for throwing tiny/small weapons more reasonable. 5' increments is completely ludicrous for throwing knives/shuriken/etc.

Offline Draeck

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #70 on: February 16, 2011, 06:37:36 PM »
Having only played RM and just now getting back in after a lonnnng time not playing anything, I'm just now looking at HARP. From the discussions and what I see in the game, it's needs content/skills to spend DP's on at higher levels. Question- how many campaigns reach the average character levels that need those content/skills? I only played in 1 campaign in RM that had us going over level 30. We had the other  campaigns fall apart for the usual reasons.

HARP lite- hard to see what could be slimmed down and still have a game that gives results that would feel real to most players. Most of us on this forum are going to tweak the rules to our taste and desires, so if you want lite- go for it -its your game.

"Munchkinism" -we probably called it something else- could someone pleas give me a  defininition so that I'm on the same page as the rest of you?


Offline kreider204

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #71 on: February 17, 2011, 09:54:00 AM »
http://en.wikipedia.org/wiki/Munchkin_%28role-playing_games%29

Offline GrumpyOldFart

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #72 on: February 17, 2011, 10:02:37 AM »
If I had a problem with such, I'd probably specifically, deliberately create some NPCs for the stated purpose of killing PCs...

...and call them the Lollipop Guild.

 ;D
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Offline Draeck

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #73 on: February 17, 2011, 06:18:27 PM »
 
 [Re: Tweaks for HARP Fantasy core rulebook
« Reply #71 on: Today at 09:54:00 am »Quotehttp://en.wikipedia.org/wiki/Munchkin_%28role-playing_games%29[/color]

Ok Thank you for the link. It's close to what I thought it would be. The Munckin Index link had me  about rolling on the floor.

Draeck

Offline Urbaman

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #74 on: February 21, 2011, 12:42:04 PM »
Just go with the tweaks that made into HARP SF (I think they already came from playtesting and fan suggestions), to make it more compatible:
Quote
550 points for stats is now deemed the default.

Flat 50 DPs is now the default allocation. For those using stat-derived DPs, fractional DPs are available for stats under 51.

Different races but that's not really a tweak. Humans get Skill Flexibility as an alternate to Profession Adaptability. Humans now also get TEN stat points to distribute between the 8 stats.

New professions, but again not really a tweak. however the idea of professions have a choice of professional abilities is something that will be retro-ported into HARP Fantasy.

Different Cultures, but again not really a tweak.

New skill categories (Scientific, Technical, Vehicular), new skills for psionics, another RR skill, etc.

Mandatory Subskills for Air Pilot,
Animal Handling, Beastmastery, Driving, Foraging/Survival,
Machine Operation, Marine Pilot, Riding, Signaling, and Space
Pilot skills, rather than learning the same skill as separate specialisations.

A number of talents have been recosted or revised to correct imbalances.

More adventuring rules to cover more situations. Fighting on Water and Watery Hazard rules altered.

More Combat Actions, stun RRs changed, more crit tables.

Psionics.

The rest is already well done (well, apart from the "10th level balance cap" thing)

Best wishes,

Offline DavidKlecker

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #75 on: April 04, 2011, 02:27:43 PM »
An interesting idea for Hack and Slash users. What about giving certain NPCs or PCs defensive rolls in addition to their DB? Perhaps these defensive rolls can be adapted based on the size? If you are attacked by a creature or person who is a size smaller than you, you get an additional 1D100 roll to add to your DB. Perhaps a bonus can be added based on how big or small the attacker or foe is?

Offline DavidKlecker

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #76 on: April 05, 2011, 07:17:14 AM »
I've been thinking about the responses here and have a few ideas for tweeks. Would love some feedback

1) Concerning characters diminishing to a single point as they grow higher in levels: RM seemed to solve this through varying up the skill costs and having potentials when it comes to the stats. In RM most characters were at their potentials around level 10, maybe sooner, but level 10 seemed to be the point where you maxed everything out. Therefore how about placing rules for potentials in HARP. It does add another rule, but in the end it does keep character's unique.

2) To add to the above, there is also the idea of skill costs which varied in RM from profession to profession. One thing I noticed a player could do is start with a fighter and right away get an additional profession of a Mage. Then you build up the fighter until around level 10 then build up the mage until all skills are around the same bonus. So characters at level 20 start to converge on a single point. One idea is to have a skill cost of 2, of 4 and of 8. For each profession the categories are split evenly in thirds. The most important categories are 2, the mediums are 4 and the least important are 8. for example a fighter would have a 2 in combat, a 4 in outdoors and an 8 in mystical arts. A mage would have a 2 in mystical arts, a 4 in Outdoors and an 8 in combat. A Warrior monk could have to choose either combat or mystical arts to be favored. The other is then a 4. I would then say if you dual class, you can pick one category which costs 4 to be 2, and another category which costs 8 to be a 4 and that's it.

3) another problem I also see are certain skills I think should never be a cost 2. The skills that come to the top of my head on this one are Perception, Resistance: will, stamina and magic all of the Chi Skills (exception with a Monk only, and it must not be a dual class profession). Perhaps taking them out of the General Category and placing them into another category or into a new category or just making these skills unchangable for their costs.

4) Another problem I see mentioned are the combat rules, especially when it comes to an open-ended roll. One solution I see for this is that an attack roll does not open end on a 96 to a 100 but perhaps only on a 100. A GM could add rules for a 99 roll, like a +30, a 98 roll is a +20 and a 96 or 97 roll is a +10. This does make it a bit more complex but it does keep the odds greater at getting a killing blow. Also, most of the time if a player rolls a perfect hundred in my campaigns I usually grant them an instant death anyways of the foe.

5) I also agree with the complete ditching of Training Packages. In my own opinion this could and should be the concept behind what skills are ranked for each level.

I'm sure I'll think of others along the way.

Offline kasalin

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #77 on: April 05, 2011, 09:37:14 AM »
2) To add to the above, there is also the idea of skill costs which varied in RM from profession to profession. One thing I noticed a player could do is start with a fighter and right away get an additional profession of a Mage. Then you build up the fighter until around level 10 then build up the mage until all skills are around the same bonus. So characters at level 20 start to converge on a single point. One idea is to have a skill cost of 2, of 4 and of 8. For each profession the categories are split evenly in thirds. The most important categories are 2, the mediums are 4 and the least important are 8. for example a fighter would have a 2 in combat, a 4 in outdoors and an 8 in mystical arts. A mage would have a 2 in mystical arts, a 4 in Outdoors and an 8 in combat. A Warrior monk could have to choose either combat or mystical arts to be favored. The other is then a 4. I would then say if you dual class, you can pick one category which costs 4 to be 2, and another category which costs 8 to be a 4 and that's it.

I've done something like this in my campaign and its worked fairly well. 
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Offline DavidKlecker

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #78 on: April 05, 2011, 03:32:36 PM »
Another idea I had concerning skills was the following

Resistance: Magic to be moved to Mystical Arts
Resistance: Stamina to be moved to Physical
Resistance: Will to be moved Concentration
Jumping and Swimming to be moved to Athletic
Crafts to be moved to Artistic
Two new categories created called Technical and Awareness.
Perception to be moved Awareness category.

I like the Technical category because it would be nice to have a separate category for more specialized skills in certain fields and Awareness because in my mind Perception should never cost 2 ergo this category will never be a favored category. When I game I constant vary the bonus to perception. I find perception to be to easy to build and by level 7 you can easily have an 80 bonus in perception if you place all your ranks in it. (Who wouldn't?) But if it's double the cost at 4 this might cut the purchasing of the skill in half thus level 7 character would probably never have more than 7 ranks, at most I would think 10, thus making the skill a bit more apt for failure.

Offline Zhaleskra

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Re: Tweaks for HARP Fantasy core rulebook
« Reply #79 on: April 07, 2011, 08:53:10 AM »
Lose the Primary weapon from weapon group requirement.
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