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Systems & Settings => HARP => Topic started by: Arioch on September 21, 2009, 06:05:13 AM

Title: Top 5 worst things about HARP
Post by: Arioch on September 21, 2009, 06:05:13 AM
I think that overall HARP is a good game, with many qualities (easy to learn, very flexible, fun to play, etc...), but IMHO there are areas where it might be improved. So I've decided to make this thread to point out which parts didn't convince me and why, to see what others ICE fans think about them and possibly find ways of making HARP even better. 
Sooo... here are my top 5 worst things about HARP, feel free to criticize them (or to add your own points)!

5) Goals: I actually like goals and the goal-based xp system, but I feel there's large room for improvement in it. I think that Tim had a great intuition here: the system is light on book-keeping and focus on the important bits of the game, rewarding the players for pushing the story forward, bringing up personal goals, and so on. However, I think that some parts of it are counterproductive (they seem to clash with the system's intent) and other parts are a little underdeveloped.
First of all, I don't like the Personal/Party goal distinction. Not only it's an unnecessary complication, but it also seems an attempt to drive the system towards too many different directions.
By awarding personal goals the system seems to incentivate players to bring in the game their character's motivations and issues, but by making them paying less than party goals in terms of xp seems to mean that they're somewhat inferior to the goals of the whole party. I find this a bit strange, I mean is like the game is telling you to make characters with personality and motivations on their own, but then it holds back, saying that it would be better for you just to  follow what the party is doing. Moreover, HARP doesn't seem to incentivate teamplay in any other way, so why is the party suddenly so important? (as a side note, RMX goal based system doesn't make this party/personal goal distinction, I think that's a little better than HARP one).
Another thing is that it's actually a little bit difficult to say what is a goal and what is not, and judge the difficulty of a goal. In other words, IMHO the system would need a more defined structure, helping to build and assign goals.

4) Monsters/Encounter: While creating new monsters is relatively easy (using MaFG guidelines), building good encounters is a different thing. There's basically no way to know beforehand if  combat encounter will totally wipe out a party or if it will be a piece of cake. And this IMHo is not only dependant on tactical choices or on the inevitable differencies between different parties of adventurers, it depends on the lack of guidelines for the GM on encouter building. Averaging OB+DB of the combatants in most cases will not give you an idea of how difficult an encounter will be, because it doesn't take into account things like special abilites, spells, skills, etc...

3) Skills: It's not that I don't like skills, it's that I feel that skills in HARP need a better organization. For example, I don't understand why the physical and general categories need to be separated, since evrry profession get the as favourites, wouldn't it have been easier to make them a single category?
In addition, some categories include very few skills, while others have a lot of skills under them: this gives more potentialities to some professions and less to other, wiìhich imho is not a good thing.
There are also some skill that seems out of the scope of the game to me (like the crafts skill), and a few somewhat overlapping skills (medicine and herbalism, to make an example).
Finally, I don't like very much the trend of introducing new skills with new supplements, I'd prefer to see new uses for old skills than this.

2) Playtesting: Overall, I think the game needed a little bit more of playtesting. There are minor problems here and there that could have been avoided if HARP for a longer period before being released. Unfortunately, I fear that with the limited manpower ICE has, more playtesting is impossible without the support of the fans.

1) And the winner is.... GM's Tips: While some parts of this section are actually quite good, others made me really go  :gnash:, expecially the bits where the GM is invited to ignore/fudge rolls and drop the rules in favor of his story. I think this is a giant step backward in game design. Moreover, I think that HARP doesn't need this WW stuff, players already have ways of influencing the story, and the GM already has lots of things to do, he doesn't need also the responsability to be the only person in charge of making the game fun for everyone.

Enough rantings for now... what do you think?  ;)
Title: Re: Top 5 worst things about HARP
Post by: Pat on September 21, 2009, 10:45:35 AM
This is only my opinion but I think some of your top 5 are off the mark.

No 5 for example. I believe the xp system to be accurate with the distinction between personal and party goals to be not only desired, but should be applauded as well thought out. IMO personal goals should be developed prior to game play as well as during while party goals can be developed by the GM (or story) more than the party (while party input into goals is always appreciated as a GM).

To give a real world example, I may want to run a company so my personal goals may be to go to University, learn the company's direction, befriend board members etc. The company's goals would probably be to earn money, keep the share price high, maintain market share etc. While my goals (personal) and the company goals (party) are both important, the party goals would be worth more xp because if they are not achieved the company could go bankrupt therefore my goals become irrelevant.

No 4 I agree with. A simplified system would be more useful to GM's in creating encounters.

No 3 I don't have a problem with. While I understand your point in regards to physical/general not being one category since all classes have them, while this is true at the moment it may not be in the future.

No 2 playtesting I agree 100% with. I think the additional supplements could have been better playtested and showed a serious lack of balance when added into HARP (I think Martial Law is a prime example. The addition of Armour adjustments could have been a great idea but was over done and virtually killed the system. Also, Monks were not considered even though they are a Martial class. The costs of metals are too cheap compared to magic bonuses (I could go on and mention other supplements.) Yes the classic get out of "The supplements are only optional rules" sound nice but can (and do) result in different GM's introducing bringing in there own selections from supplements and playtesting within game. Fortunately the HARP community can pick up problems through playtesting but should they have to?

No 1 GM's tips I didn't really have a problem with as I only really read them once and they didn't affect me to any great extent.

My greatest criticism would be the initiative format. I think a huge overhaul could be looked into as the current system does slow the game down. Also, looking at the house rules section, it seems to be a huge talking point and a problem for me and other GM's.
Title: Re: Top 5 worst things about HARP
Post by: Arioch on September 22, 2009, 02:55:32 AM
To give a real world example, I may want to run a company so my personal goals may be to go to University, learn the company's direction, befriend board members etc. The company's goals would probably be to earn money, keep the share price high, maintain market share etc. While my goals (personal) and the company goals (party) are both important, the party goals would be worth more xp because if they are not achieved the company could go bankrupt therefore my goals become irrelevant.

Ok, but this isn't real life, this is a game, and in the whole rest of the game there is nothing that makes the party more important than the single PC.
Besides this, in your example above, wouldn't prevent the company bankrupt be part of your personal goal? Or, for example, if you show good qualities as a leader, wouldn't making you the boss part of the company goals? This is why I say that I think that the goal system need a better structure.

Title: Re: Top 5 worst things about HARP
Post by: Ecthelion on September 22, 2009, 04:18:51 AM
Still I think that foremost the party should work towards a common goal and therefore this goal should also have a higher XP value than a personal goal. So instead of rating the XP system as one of the worst aspects I think it is, quite contrary, one of the best.
Title: Re: Top 5 worst things about HARP
Post by: Arioch on September 22, 2009, 08:34:28 AM
So instead of rating the XP system as one of the worst aspects I think it is, quite contrary, one of the best.

I like the xp system too, as I said in my first post, I put it there just because I found it a great idea in a bad form. A few pages extra, some more examples and a little more explanation about it would have solved the problem, probably.

And your comment about the party having a common goal gave me another idea: I think it could be cool to have three different goal types:
- personal goals, developed by each player for his character (I want to become the leader of the mages' guild)
- party goals, developed by the players for really big things (we want to free the land from the Tyrant)
- GM goals, given by the GM/NPCs to the characters
Title: Re: Top 5 worst things about HARP
Post by: Karizma on September 22, 2009, 10:07:18 AM
I'm going to respond, THEN answer with my list.

Awarding Experience:
My only complaint is a minor one, and is simply that it's difficult to gauge the difficulty of a goal, so I get worried about being too favorable or unfair.  Other than that, I think it's great. (Note that this is a problem with my ability to use it, not an inherent problem in the game itself).
Of course, I had to define some things for my self, and this is what I've come up with.
Quote
Party Goals: Goals that are important to the party as a whole.
Personal Goals: Goals that are important to one individual.
Major Goals: Major Goals are set up in advance.  Beginning an adventure, making a commitment to an organization, etc. are all openings for Major Goals.
Minor Goals: Minor Goals are more spontaneous in nature.  Things such as acting out a character's trait (there must be a real risk in doing so, of course), achieving a step towards a major goal, coming up with a clever idea, or surviving a combat.

Combat Encounters:
I've been having a lot of trouble with this, but again I'm not going to blame the system itself.  But I think it would be a good idea to come up with some guidelines on building an encounter.  It will take a LOT of effort, seeing as HARP is so flexible that every encounter will have to be built based on the party's needs.

Skills:
I agree with you here.  More on that in a bit.

Playtesting:
I don't know if I can consider this a valid complaint--at least not for my self.  It could be very well if somebody likes the system the way it is.  And I think an important thing to keep in mind is the company that's producing this.  This system really falls into standard ICE affair.

GM's Tips:
They're ideas and tips.  And I'd rather a game tell me "Have fun, even if it means ignoring the game."  Than say "And remember kids, THIS TEXT IS LAW."  ;D

Now for my top two (I don't think I can come up with five).

2) Skills.  I think it's GREAT that the number of skills is so small (compared to good ol' Rolemaster, of course).  And then HARP began falling into the Rolemaster problem of adding skills with new expansions.  The problem with this is then we have to get a new character skill sheet, but it includes all the skills, not ONLY the ones we want.

For this, I made my own skill sheet, which is static, and will never change.  Certain skills seem to overlap in my mind, such as Animal Handling and Beast Mastery.  So my solution was to make Animal Handling a skill, and Beast Mastery a talent that--when acquired--allows a character to use Animal Handling as Beast Mastery as well.

Crafts/Lores are also painfully vague.  There's no comprehensive list for me to show my players what the Crafts and Lores are.  I made one (admittedly, Lores is easier than Crafts), and find that the rules will refer to a craft that I didn't think of.

My next idea is to use Crafts and Lores in a Category/Specific dichotomy.  Such as Craft: Organic Materials and Craft: Bone/Wood/Paper/Leather.  But that seems too much work for simply crafting.

1) Magic
The magic system is fantastic, and there's a small shrine in my closet to HARP because of it.  But the Rolemaster model for spell possession infuriates me.  I much prefer the spell ideology in Dungeons & Dragons, in that Mages (people who study magic) have access to all the spells, and people who dabble in magic simply get LESS of those spells.  A "Warrior Mage" to me is a Fighter/Mage.  And there are three spells that are mechanically identical: Stellskin, Stoneskin, and Barkskin. Shame!

But luckily, HARP is a beautifully flexible system.  I'm currently working on cutting the number of spells and organizing them into schools of magic.  My goal is to essentially fall back to the D&D model for magic-users.  A Mage will have access to all of them, a Specialist gets a bonus to casting ones of his specialization (and perhaps also a Power Point discount of one point), but be unable to cast those opposite his School.  Hybrids will have access to a small number of spells, either based on school or not (haven't decided).
Title: Re: Top 5 worst things about HARP
Post by: Thom @ ICE on September 22, 2009, 11:20:57 AM
1) Magic
The magic system is fantastic, and there's a small shrine in my closet to HARP because of it.  But the Rolemaster model for spell possession infuriates me.  I much prefer the spell ideology in Dungeons & Dragons, in that Mages (people who study magic) have access to all the spells, and people who dabble in magic simply get LESS of those spells.  A "Warrior Mage" to me is a Fighter/Mage.  And there are three spells that are mechanically identical: Stellskin, Stoneskin, and Barkskin. Shame!

But luckily, HARP is a beautifully flexible system.  I'm currently working on cutting the number of spells and organizing them into schools of magic.  My goal is to essentially fall back to the D&D model for magic-users.  A Mage will have access to all of them, a Specialist gets a bonus to casting ones of his specialization (and perhaps also a Power Point discount of one point), but be unable to cast those opposite his School.  Hybrids will have access to a small number of spells, either based on school or not (haven't decided).

Just a thought, for the specialist, simply have a reduced cost associated with those spells (2DP instead of 4DP). This would reflect their focused training as they can develop the spells more easily.
Title: Re: Top 5 worst things about HARP
Post by: Karizma on September 22, 2009, 02:31:18 PM
Perhaps, but first I'm gonna need to look at how many spells I'm working with.  And if I feel like it, go through and rename them all for that classic D&D feel. ;D
Title: Re: Top 5 worst things about HARP
Post by: mocking bird on September 22, 2009, 06:23:23 PM
Just throwing in my two cents worth.

5)  exp system.  I also love its simplicity.  Especially when you compare it to RM's system.  You don't have to track anything anymore.  Dark Heresy has a similar xp method and it works great so far.

4)  Monsters/encounter.  I also don't see this as a problem.  'Challenge ratings' and 'moster levels' imo are merely, and often wrong, benchmarks to reference.  Special abilities and powers always tweak the power level of the critter but in the end it is usually the cleverness of the players, the evilness of the GM and the fickleness of the dice that have more bearing on how difficult an encounter is.  After a while you just end up ignoring it and use your own experience.

3)  Skills can get a little goofy.  But I wouldn't call it a 'worst thing' by far.  Besides, after playing RMSS for many years it is kind of nice not tracking so many things.

There have actually been several threads on what makes a lore/craft skill different than another and how much overlap there is between them.  For example if you can make armor how good a blacksmith are you?  In the end the abilities represented by the skill overlap so much that it is impossible to codify them completely in game terms to make everyone happy.

2)  Playtesting.  Huh?  Again, there are some goofy things in the system but the game was quite playable right out of the box.  Not to mention all systems get tweaked no matter how well the are written.  Besides, what you might have a problem might be exactly how the designers meant it.  For example major healing seems to be a bone of contention for different people and is often modified.  Was it written as desired or was it a playtesting error?  Depends on if you like it or hate it probably.

1)  GM tips.  Are you serious about this making a 'worst 5 list'?  I can't even remember if I read them or not as they all pretty much read the same regardless of the system. 

Regarding multiple spells with the same function - steelskin, barkskin, etc. that is because they are cast by different classes and as such have different effects.  I suppose you could have just made the one spell for all the different classes but it wouldn't have the same flavor for each class.

I don't think I have a '5 worst list'.  Really my only gripes are over the moster selection that made it in the books and some of the magic rules in CoM are really confusing - circles for example.  Again, the latter of which I think were written as the author intended but I had to reread them several times to go from completely confused to merely fuzzy.
Title: Re: Top 5 worst things about HARP
Post by: jasonbrisbane on September 22, 2009, 10:19:33 PM
5) XP system - if you want a Single player game then read a Do-it-yourself adventure...  This is a multi player game and as such requires Both rules.

Having a seperate list for Party and personal goals allows for something called ROLEPLAYING!

The adventure is a party goal, but if a paladin/cleric stops in a village and converts some people to his religion then he gets Personal XP. Its not a party goal, but a personal one.
If the fighter who hates goblins (a bad party trick gone wrong in his childhood) chases after the goblins leaving the more savage orcs to the other fighters, he gets Personal XP for roleplaying his bane/hatred of goblins..

Otherwise your playing a combat simulator, and not a ROLE-PLAYING game...


I disagree also with the #4. This is why we play ICE games - the fact that any PC can face any circumstance and succeed against overwhelming odds!

But I also agree that there could be a better system devised for GM's to create encouters and give advise as to std encounters, with std equipment and skills and recommended encounters... This would also assist in that parties that suceed too easily are therefore too powerful than the system was intended and vice versa!


But that said: if you want a combat simulator then by all means change and drop any rule you want... its your game/campaign!
Title: Re: Top 5 worst things about HARP
Post by: Thom @ ICE on September 22, 2009, 10:36:16 PM
I've got my own handful of minor beefs with HARP - though it is still my favorite system to play.

The one major beef I have is the way that Monsters were done in the rules. Assumed 75 in all stats, Fighter Profession (including Fighter abilities - Shield Training???) and the Initiatives calculated for the chart....

Yes, we've discussed this a dozen times in the past, and yes you can create your own base version and adjust the stats as you wish - but my biggest issue is that if it was done right this would not be a problem to begin with.  The Fighter profession has abilities that make no sense for most monsters - the assumption of 75 stats exceeds standards specified for base PC creation (making level comparisons imbalanced) and the Initiative figures are just plain ridiculous (good luck getting a strike in).

All that being said... I'll still play HARP, even if I need to throw out the pregen monsters and start from scratch on my own.
Title: Re: Top 5 worst things about HARP
Post by: Karizma on September 22, 2009, 10:58:19 PM
I've got my own handful of minor beefs with HARP - though it is still my favorite system to play.

The one major beef I have is the way that Monsters were done in the rules. Assumed 75 in all stats, Fighter Profession (including Fighter abilities - Shield Training???) and the Initiatives calculated for the chart....

Yes, we've discussed this a dozen times in the past, and yes you can create your own base version and adjust the stats as you wish - but my biggest issue is that if it was done right this would not be a problem to begin with.  The Fighter profession has abilities that make no sense for most monsters - the assumption of 75 stats exceeds standards specified for base PC creation (making level comparisons imbalanced) and the Initiative figures are just plain ridiculous (good luck getting a strike in).

All that being said... I'll still play HARP, even if I need to throw out the pregen monsters and start from scratch on my own.
Yeah... I wanted to say this, but I wasn't sure how to word it.  This sums it up.  It's going to be a pain in the ass, but I think it would do HARP some good for someone (I'm essentially volunteering myself aren't I?) to build Monsters from the bottom up.
Title: Re: Top 5 worst things about HARP
Post by: jurasketu on September 23, 2009, 12:00:04 AM
I'm not sure what to say... Most of the "flaws" listed here are 'features' in my mind...

I award all of my XPs for "good play" with "good play" being defined as accomplishing anything resembling a goal in a suitably entertaining or competent manner.

Craft skills? Craft skills are often critical in my game - carpentry, cooking, jewelry, mining, painting (forgery), farming and even sewing have all played important roles in my campaign.

Encounters are butt simple. Its like D&D, make up a description, slap Hit Dice, instead its RRs, OB, DB, CO, Init... Done. As a GM "tip", I usually structure encounters with one or more batches of bad guys. If the first batch is kicking the adventurers butt - I'll just drop the other batches. But if the adventurers slaughter the first batch, another batch enters the fray (and maybe a third). Adventurers learn very quickly to conserve resources in a fight so that if they expend all their Power Points and effort against the first batch - the next batch might prove difficult to handle. It makes for better 'role playing' with players fearing the unknown. My set encounters typically use a lot of "playable races" as the bad guys - so it is a little easier to judge the balance.

I use my own combat system but the HARP design made it easy to slip into the overall picture without having to errata everything.

I consider the Codex and College of Magics *must* have supplements.

You don't like the GM tips because it says don't let the rules [guidelines] dictate the game? I'm a "on-the-fly" GM - if I wanted to play by the rules - I would play Magic the Gathering (oh wait - I do - every week).

I want the players to do things that are entertaining, original and clever. Such things often aren't *best* play strictly by the rules. If someone does something really entertaining that I quash with lucky dice rolls or overly ponderous rule interpretations - I'm discouraging what I WANT. I don't want munchkins or rules lawyers - I want entertainment. It is HIGH ADVENTURE ROLE PLAYING - not SQUAD LEADER for pete's sake.

Robin
Title: Re: Top 5 worst things about HARP
Post by: Arioch on September 23, 2009, 07:20:00 AM
I'm not sure what to say... Most of the "flaws" listed here are 'features' in my mind...

Just wanted to make clear that the flaws I've listed are what I see as flaws, thing I don't like/would like to see improved, of course, your opinion could be different! I didn't open the thread to hear people agreeing with me, but to see what's the opinion of others ICE fans about that (and yes, I'm still playing HARP, after all).  ;)

Having a seperate list for Party and personal goals allows for something called ROLEPLAYING!

Totally agree with you on this, I simply don't understand why personal goals should pay less than common ones. Having personal goals giving more or less the same number of XP than party goals IMHO increases the chances of having conflicts between the goals of individuals and those of the whole group.
More conflict = more roleplaying = more fun.  :)

Quote
GM's Tips:
They're ideas and tips.  And I'd rather a game tell me "Have fun, even if it means ignoring the game."  Than say "And remember kids, THIS TEXT IS LAW."


I firmly disagree, I prefer a game telling me:
"Here, these are the rules of the game, they're fun to play with, enjoy!"
Rather than one telling me:
"Here, these are the rules of the game, but you almost certainly aren't going to have any fun following them, so please ignore them".
If not only because I paid to have a rulesbook, and I would like to play a game described in it, rather than having to make up my own game...

Warning: Rant
(click to show/hide)
Title: Re: Top 5 worst things about HARP
Post by: Ecthelion on September 23, 2009, 08:05:22 AM
Totally agree with you on this, I simply don't understand why personal goals should pay less than common ones. Having personal goals giving more or less the same number of XP than party goals IMHO increases the chances of having conflicts between the goals of individuals and those of the whole group.
More conflict = more roleplaying = more fun.  :)
The above formula is IMO simply wrong. I agree that it can be fun to also have goals for the individual PCs that now and then conflict with those of the entire group, at least with players that can do good roleplaying. But, in the extreme, to have only conflict situations is probably fun for only the fewest players. It is IMO important to have a good balance, so that the players see that the plot makes some progress and that they also have some extra opportunity for good roleplaying. And, from my experience, the lower value of individual goals creates this good balance. If this is different for your group then you are free to change the values, but I think for most groups the values are fine (at least when looking at the comments in this thread).
Quote
I firmly disagree, I prefer a game telling me:
"Here, these are the rules of the game, they're fun to play with, enjoy!"
Rather than one telling me:
"Here, these are the rules of the game, but you almost certainly aren't going to have any fun following them, so please ignore them".
If not only because I paid to have a rulesbook, and I would like to play a game described in it, rather than having to make up my own game...
Yes, I also prefer rules that work. And I think this is exactly what the HARP rules do. The GM tip "don't let the dice rule the game", the one you criticized in your initial posting, only tells the GM that he should learn when he should roll the dice and when he should decide how the story progresses. I have seen GMs use the old RM encounter tables and unleash a dragon on a low-level party just because he did some unlucky rolls on these tables. The result was of course the demise of the party. This is just an example where you have to learn as a GM that sometimes a second roll is needed or sometimes picking from a table instead of rolling the dice is the better result. This has nothing to do with not having fun when following the rules. But you just can't codify every single possible occurrence in an RPG game, and therefore the GM sometimes can't find every answer in the rulebook but has to apply common sense.
Title: Re: Top 5 worst things about HARP
Post by: Arioch on September 23, 2009, 09:02:26 AM
The GM tip "don't let the dice rule the game", the one you criticized in your initial posting, only tells the GM that he should learn when he should roll the dice and when he should decide how the story progresses.

I was referring to the part where the book says that the GM should change the results of the die behind the screen without getting caught by the players.
Deciding when to roll is entirely a different thing and I agree with you on that.
Title: Re: Top 5 worst things about HARP
Post by: Karizma on September 23, 2009, 09:28:17 AM
I don't remember it saying you SHOULD, but saying you CAN.  HARP is designed to appeal to a wider audience than Rolemaster, so I'd expect little bits like that to be thrown in there.

But I just don't see how a small bit of optional advice is detrimental to the game.  When I introduce new players, I want them to see what they're capable of and have fun.  When that player's first roll in casting a spell was a fourteen, I said "What was that?" until they gave me a higher number.

He was quite happy to hear just how hard he zapped the Bad Guy.

You can say I'm indoctrinating him into a horrible playstyle.  You can say I'm "babying" him.  But I don't see a problem in having fun even if it means fudging a bit.  It certainly wasn't that serious of a game for him because it was his first time playing.  In fact he was mostly there for the social aspect.

Whether the game holds the 80s mentality of "GM is god and these rules are law." or the 90s of "It's okay sweety we'll hold your hand and make sure the bad guys don't hurt you." or the current "It's not about killing it's about the story and your character should be hammered out like that of a novel and we can't let cumbersome rules oppress character development!", I think it's nice to know that the writers were comfortable enough with multiple options for how to play their game.

In fact, you can say that the GM's Options is what gave us all of these optional combat resolution systems.  GM's Tips were usually tips/advice for non-mechanics, while GM Options were options for mechanics.  Hack 'n Slash, Life Points, Damage Dice, and Condensed Combat are all "GM's Options".
Title: Re: Top 5 worst things about HARP
Post by: Winterknight on September 23, 2009, 10:48:22 AM
Didn't we already have a thread a few months back, that covered the issue of GM cheating?  For my part, I'm still an unapologetic cheater, and will remain one.  It's got nothing to do with system.

Now, as to XP, I assign points as I see fit, which may or may not exactly match the chart.  I also tend to have the goals spread out across somewhat different categories.  I call the story/campaign goals plot goals, chapter goals, and quest goals.  (Yes, for continuity, I should probably refer to the third as scene goals, but that doesn't always fit my definition of a scene.)  Individual goals are simply that, but they can be major or minor.  Individual goals are character driven, and often advanced by the players, for interest's sake. Because they have more flexibility in saying HOW their individual character develops over time, it's entirely appropriate that the rewards for these would be somewhat less, especially in the minor individual goal category.

Plot goals are those that advance the major storyline.  Meeting these goals is typically a cumulative experience, with a series of chapters building up to accomplishing one plot goal.  Chapter goals are typically the major adventure type goals - what you'd find as an overall goal of a module, for example.  Quest goals are incremental steps within a chapter that may consist of clever information gathering, encounters, new discoveries, etc. 

Individual goals might be major - "I want to be the King's Champion,"  "I want to be the wealthiest thief in Arakar."  These are usually an end-game type goal, and built over time like plot goals.  For the individual, they are plot goals.  However, development in stages can be largely driven by player choices, more so generally than story plot points.  By taking time from the main story to pursue individual goals, the player can choose to advance his personal goals to the exclusion of the main story goals.  We certainly don't want 5 people running in different directions all the time - it's boring for the group as a whole, and time consuming.   Reduced XP rewards for the individual goals is simply one method to help alleviate some of this, although there are others.

From a world/story perspective, individual goals are usually less important as well.  My players like to reminisce. However, I never hear them say, "Hey, do you remember that time my paladin had that internally satisfying epiphany, which led him to realize his personal goals had changed, and caused him to leave the church?"  While at the time, it might have been very character satisfying, it isn't a memory the group shares.  More typically, I'll hear, "Dude, do you remember that assault on the mage's tower where we had to infiltrate and obtain the information that would lead to the Duke's involvement?  Then we got caught on the second floor, and had that pitched battle?  Man, that was a good night."

Individual character goals/development are what makes us cherish the pieces of paper that represent our imaginary avatars.  Story goals/development are what keep the group coming back to the table.
Title: Re: Top 5 worst things about HARP
Post by: ArmoryDave on September 23, 2009, 11:13:53 AM
I know I'm pretty new to HARP, but I don't really see this being about shortfalls of the system.  In fact, I don't see a shortfall of any kind. 

One of the best things about this system appears to be that if you don't like the way something was written, HARP has the tools to change it without destroying the game. 

As to the comment about the holdover from the 90's being an indicator of inconsistency and a detriment to the game, I will say that the detriment is added only when someone chooses to look at the GM Tips as a "required" part of the system.  Couldn't one dismiss the GM Tips just as easily as a problematic rule? 
Title: Re: Top 5 worst things about HARP
Post by: mocking bird on September 23, 2009, 12:18:44 PM
I was referring to the part where the book says that the GM should change the results of the die behind the screen without getting caught by the players.  Deciding when to roll is entirely a different thing and I agree with you on that.

Funny thing is that if I asked for an Aye from all GM's here for who have never fudged a roll I bet I would hear crickets.  If it didn't happen I bet there would be a lot more dead PC's and irate players whose character's fate was decided on an unimportant 00 or 01 roll at the wrong time.  Or at least major headaches for the GM.  Sometimes fluke rolls can ad enjoyment to the game and some unexpected excitement but most of the time they just end up being a real bummer for everybody and a detriment to the game in general.

One of the best things about this system appears to be that if you don't like the way something was written, HARP has the tools to change it without destroying the game. 

I am not sure what 'tools' you are referring too but HARP at least has more compartmentalized and fairly uniform rules so that a little tinkering won't cause problems later.  For example tweaking a spell or two is fairly simple whereas in RM it might affect numerous lists and classes.  Same for skills - you most likely wont' have to worry about a whole catagory or cross skills if you tweak one.
Title: Re: Top 5 worst things about HARP
Post by: Karizma on September 23, 2009, 01:35:19 PM
One of the best things about this system appears to be that if you don't like the way something was written, HARP has the tools to change it without destroying the game. 
Any complaint I may have about HARP is easily negated by this little Truth.  And so despite seeing things I personally don't like, I'm glad that it's simple enough to modify that I can choose to do so.
Title: Re: Top 5 worst things about HARP
Post by: Arioch on September 23, 2009, 02:50:56 PM
Didn't we already have a thread a few months back, that covered the issue of GM cheating? 

Yeah, probably, did I mention that I'm quite obsessed by this topic?  ;D
Title: Re: Top 5 worst things about HARP
Post by: Winterknight on September 23, 2009, 02:57:04 PM
I vaguely recall you mentioning something of the sort. :) 
Title: Re: Top 5 worst things about HARP
Post by: kreider204 on September 25, 2009, 12:11:20 AM
I've got my own handful of minor beefs with HARP - though it is still my favorite system to play.

The one major beef I have is the way that Monsters were done in the rules. Assumed 75 in all stats, Fighter Profession (including Fighter abilities - Shield Training???) and the Initiatives calculated for the chart....

Yes, we've discussed this a dozen times in the past, and yes you can create your own base version and adjust the stats as you wish - but my biggest issue is that if it was done right this would not be a problem to begin with.  The Fighter profession has abilities that make no sense for most monsters - the assumption of 75 stats exceeds standards specified for base PC creation (making level comparisons imbalanced) and the Initiative figures are just plain ridiculous (good luck getting a strike in).

All that being said... I'll still play HARP, even if I need to throw out the pregen monsters and start from scratch on my own.

+1000000000000000000000.  I sold my copy of M:aFG for this reason.  Ended up buying RMC:C&T and doing the minor conversion necessary to use it with HARP.

The folks at ICE make some weird design situations sometimes, and that was definitely one of them.  Another - giving the characters in the Character Book absurdly high stats, and doing the same for RMC/X character creation guidelines, thus forcing any game group who stuck to the RULES when making characters to have to adjust any published adventures and supplements in order to avoid having the party get slaughtered ...
Title: Re: Top 5 worst things about HARP
Post by: Arioch on September 25, 2009, 03:59:46 AM
IMO that's part of both the "encounter building" point and the playtesting one, if there will ever be a new edition of HARP I hope that these kind of problems will get fixed.
Title: Re: Top 5 worst things about HARP
Post by: kreider204 on September 26, 2009, 10:44:35 AM
My only other serious gripe: I don't like that DP are based on stats.  Encourages munchkinism.  I've noticed that LOTS of us house rule that - fixed DP, usually about 40+1/lvl. 

I also have conflicted feelings about training packages (can also encourage munchkinism), but I think they could be OK if used sparingly.

For the record, though, I heart HARP.  I was looking at my house rules, and there's really very little about it that I'd change.
Title: Re: Top 5 worst things about HARP
Post by: Viktyr Gehrig on October 02, 2009, 01:31:59 AM
5) ... First of all, I don't like the Personal/Party goal distinction. Not only it's an unnecessary complication, but it also seems an attempt to drive the system towards too many different directions.

The reason that party goals are rewarded more heavily is to encourage teamwork and cooperation between PCs. It makes sense from a gamist perspective of trying to keep multiple strong personalities under the same sky. I'm normally a little less formal about XP-- tend to hand it out by fiat, based on rough ideas of RP and accomplishment-- but the HARP system makes sense to me.
 
3) Skills: It's not that I don't like skills, it's that I feel that skills in HARP need a better organization. For example, I don't understand why the physical and general categories need to be separated, since evrry profession get the as favourites, wouldn't it have been easier to make them a single category?

Agreed. Though if I did so, I'd be inclined to move Jumping into Athletic. (Then again, I prefer much more superheroic jumping than the HARP rules allow.)

In addition, some categories include very few skills, while others have a lot of skills under them: this gives more potentialities to some professions and less to other, wiìhich imho is not a good thing.

My pet peeve is Influence. I understand the intent may have been to emphasize in-character roleplay over skill checks, but the lack of such key adventurer-style interactions such as Intimidation and Interrogation frustrates me to no end. A Gossip skill and possibly a separate Investigation skill wouldn't be out of line, either-- though the latter could easily be a function of Interrogation.

There are also some skill that seems out of the scope of the game to me (like the crafts skill), and a few somewhat overlapping skills (medicine and herbalism, to make an example).

Same category, same Stats. Takes all of a simple sentence to House Rule them into a single skill.

Far as Crafts... yeah, I don't see it having a big role in any given game, but it's good character background and can be surprisingly useful in certain types of game-- or even certain scenarios that develop over the course of a normal game. Think about the knife-crafting scenes from The Hunted as a marvelous example of how they might fit into a HARP game.

Finally, I don't like very much the trend of introducing new skills with new supplements, I'd prefer to see new uses for old skills than this.

I'd say that I agreed with this, but overall I'd say the new skills I've seen introduced have been needed-- especially the new skills in Martial Law and College of Magics. Much as I love HARP out-of-the-box, and the ability to play it out-of-the-box, those two supplements make the game so much deeper. The two different two-weapon styles represent a real tactical difference for two-weapon fighters, and the new skill options for magic-users are very nice.

Playtesting:
I don't know if I can consider this a valid complaint--at least not for my self.  It could be very well if somebody likes the system the way it is.  And I think an important thing to keep in mind is the company that's producing this.  This system really falls into standard ICE affair.

There are a number of things about HARP that I'd like to see changed. None of them stand out to me as things that would have necessarily been "caught" and changed as a result of playtesting-- I agree with you, that chances are things are the way they are because someone wanted them that way. Since it's my game, I'm just going to go right ahead and play it however I damned well please. Don't reckon it picks the pocket or breaks the legs of the designers for me to do that.

2) Skills.  I think it's GREAT that the number of skills is so small (compared to good ol' Rolemaster, of course).  And then HARP began falling into the Rolemaster problem of adding skills with new expansions.  The problem with this is then we have to get a new character skill sheet, but it includes all the skills, not ONLY the ones we want.

Even worse when you make extensive House Rules that add or remove skills. I've been experimenting with drastic expansions of the Monk based on the mystical Monks in Harper's Bazaar, including the use of new Chi skills. I flesh out the Influence list. I rework the skill end of the magic system. It all adds up to a great deal of difficulty using the standard character sheet, and I'm finding myself increasingly in need for an alternate for my House Rules.

Certain skills seem to overlap in my mind, such as Animal Handling and Beast Mastery.  So my solution was to make Animal Handling a skill, and Beast Mastery a talent that--when acquired--allows a character to use Animal Handling as Beast Mastery as well.

I think that's a gorgeous solution.

Crafts/Lores are also painfully vague.  There's no comprehensive list for me to show my players what the Crafts and Lores are.  I made one (admittedly, Lores is easier than Crafts), and find that the rules will refer to a craft that I didn't think of.

A list is good. Figure most specialties that come up can either be fit into your existing list, or your list needs expanded.

My only other serious gripe: I don't like that DP are based on stats.  Encourages munchkinism.  I've noticed that LOTS of us house rule that - fixed DP, usually about 40+1/lvl.

I've seen it. I've used it. Personally, I like the idea of a hybrid system where you get DP based on your stats that can only be spent on skills (and possibly talents) based on that stat, and a fixed (40 at 1st, 10 + 2/level afterward) pool that can be spent on anything, including stat increases. More points, but taking training packages out of the picture and imposing limits on where DP can be spent goes a long way to balancing that.

I also have conflicted feelings about training packages (can also encourage munchkinism), but I think they could be OK if used sparingly.

I actually like Training Packages. My only complaint is that they're tricky to complicate because their point value varies from profession to profession-- and I'd rather see fixed prices. Probably not hard to fix.
Title: Re: Top 5 worst things about HARP
Post by: Arioch on October 02, 2009, 02:53:52 AM
Quote
The reason that party goals are rewarded more heavily is to encourage teamwork and cooperation between PCs. It makes sense from a gamist perspective of trying to keep multiple strong personalities under the same sky.

The problem imho is that there is no other element in the game that encourages it. To make an example, take d&d 4e: if you leave the party and go adventuring alone you're dead, because the rules strongly favour teamplay. In harp this is not true, each character is self-sufficient.
The only reason that game mechanics give him for following the other party members is Party Goals xp. Which isn't enough imho (besides, HARP doesn't really seem aimed at favouring a gamist CA) .
Mind, I'm not saying tha the xp system is bad, only that it could be improved.  ;)
Title: Re: Top 5 worst things about HARP
Post by: Maelstrom on October 02, 2009, 04:31:26 PM
I also have conflicted feelings about training packages (can also encourage munchkinism), but I think they could be OK if used sparingly.

I actually like Training Packages. My only complaint is that they're tricky to complicate because their point value varies from profession to profession-- and I'd rather see fixed prices. Probably not hard to fix.

 ??? ???

TPs in Harp provide a 25% discount on the skills in the TP.  Not sure what you mean by "point values var[y] from profession to profession"
Title: Re: Top 5 worst things about HARP
Post by: RandalThor on October 02, 2009, 06:58:29 PM
The problem imho is that there is no other element in the game that encourages it. To make an example, take d&d 4e: if you leave the party and go adventuring alone you're dead, because the rules strongly favour teamplay. In harp this is not true, each character is self-sufficient.
The only reason that game mechanics give him for following the other party members is Party Goals xp. Which isn't enough imho (besides, HARP doesn't really seem aimed at favouring a gamist CA) .
Mind, I'm not saying tha the xp system is bad, only that it could be improved.  ;)

Except that it is safer for two (or more) people to attack the orc than it would be for either one of them to do it alone*. Plus, rules - even if they don't touch on every aspect of the game - to encourage people to work as a team as opposed to trying to dominate individually is much appreciated. (By me, at least.  :))

I just go with a player incentive xp system: if you show up on time for the game, every 4th session you level up. In-game bonuses are given for exceptional gaming (like bonus Fate Points for excellent roleplaying). Of course, exceptional circumstances (like a sick family member, etc.) are not tallied in this 4 games = a level guidline.

*In the majority of scenarios.
Title: Re: Top 5 worst things about HARP
Post by: Thom @ ICE on October 02, 2009, 08:42:11 PM
I also have conflicted feelings about training packages (can also encourage munchkinism), but I think they could be OK if used sparingly.

I actually like Training Packages. My only complaint is that they're tricky to complicate because their point value varies from profession to profession-- and I'd rather see fixed prices. Probably not hard to fix.

 ??? ???

TPs in Harp provide a 25% discount on the skills in the TP.  Not sure what you mean by "point values var[y] from profession to profession"

A TP for Art skills has 25% reduction for the Art skills, but some professions have art skills at 4DP and others at 2DP.  Additionally, there are talents which would be ideal to tie to the TP, but formal TP rules do not allow the TP discount to be used on anything other than skills.  The line between talents and skills is very blurred at times in terms of what it represents, but the mechanics are different.  Since you can use DP to acquire either, the TP discount for DP expenditures should apply to all areas of DP expenditures.  I know that I have already houseruled that in.

Title: Re: Top 5 worst things about HARP
Post by: Ancient of Days on December 04, 2009, 11:42:37 PM
for what its worth, all i can say that i dont like about the system is that there is waaay too much left to the GM to fill in as far as minutia with the rules and guidelines. ive done my share of variant system building in my day but im getting to old to spend days or weeks doing the algebra for tables of info most systems already give you, let alone then have to convert to HARP. they should just make one systems.... HARPmaster...
Title: Re: Top 5 worst things about HARP
Post by: Thos on December 05, 2009, 01:47:21 AM
Current lack of any new printed material. I love the system and want MORE!  ;D
Title: Re: Top 5 worst things about HARP
Post by: johnkzin on December 06, 2009, 04:00:55 AM
What 5 things do I think HARP should have done differently? (which is sort of the same thing as "what are the 5 worst things about HARP", but most of mine aren't directly about the rules)

1) More like (the old RM-light game, based on a licensed setting, that the forums censor me from saying)/Cyberspace -- DPs are set amounts per level, not derived from stats.  Professions  dictate DPs per skill group per level (sort of like the DP that a HARP profession gives at 1st level in that Profession ... only that is applied _every_ level).  And, instead of paying 20 DP to change professions, simply let a player choose whatever profession makes role-playing sense for the character to advance in.

2) Should have included design rules, in the core rule book, for professions (including alternate rules for "professionless" gaming), species, talents, spells, weapons, etc., so that you can easily adapt it to other settings/genres/epochs/tech-levels/magic-levels/etc..

3) Should have been Generic: lightly treated for all genres, not just fantasy, and not just one fantasy setting -- with examples, skills, and skill groups for High Fantasy, Low Fantasy, historical middle ages, colonial, 1800's (napoleonic, western, steampunk), early 20th century, late 20th century, modern, supers, post-apocalyptic, hard-sci-fi, and soft-sci-fi/space-opera/science-fantasy all in one rule book ... and then an initial treatment of applying that to the HARP setting ... instead of tying the HARP setting directly into the rules, and having the initial rules all being limited to Fantasy.  And I don't mean "1 skill list for each genre/epoch", I mean 1 skill list, period.  Then the skill definition would tell you which skills apply to each genre/epoch/tech-level/magic-level.

4) Should have delivered a Sci-fi setting within the first 2 years of the game being out.  Probably also a Supers setting within the first 4 years.

5) Should have delivered Java and/or web based tools for character generation/management, campaign management, NPC generation/management, monster/encounter generation/management, etc.  (I heard that, eventually, CMP did a HARP treatment, but I haven't heard if it has been kept current, if it was any good, etc.).
Title: Re: Top 5 worst things about HARP
Post by: butscharoni on December 09, 2009, 02:40:07 AM
So, wanna throw my two cents in, too:

#5 Beastmastery
The thing i noticed first when i looked at the HARP rules first was animal handling and beastmastery.
Beastmastery just makes no sense to me. It duplicates animal handling in many aspects and is actually a thing i don't like in my fantasy worlds. To special of a skill for my players to have. I would be OK with it as a talent. No point in not letting the player who wants to play a beastmaster have it, but i will not allow any character without any background on it to talk to animals for gods sake!

#4 GM-tips/Guidelines
Now, while i don't necessarily need tons of advise how to deal with problem players or opinions on fudging die rolls, since HARP tends to think of itself as a generic system and a sandbox for building your own setting, i would really like tools to help me do so more easily. So i would like more discussion of the rules and how to adopt them. College of magics does this great for magic, but as was already said, there is nothing for encounter building, new professions, races etc. If this game is a toolbox, than give me advise on how to properly use it! Of course i can do it myself, but why am i buying your game then? Including a setting would also work, though. ;-)

#3 Skill distribution
I am also not quite satisfied with skill categories. Most of all, i don't like influence. While on the one hand, it contains skills every character should or could have access to, if you actually play a profession that does, on the other hand, there are just three skills in it that do not really give you much of an advantage. I like the concept of only special social fitting classes getting special social skills, but only giving some classes access to skills everyone could learn, sucks a lot.
I don't like skill bloat either, but find that at least the skills from College of Magics and Martial law enhance the gaming experience without bloating to much. While Warriors had a lot of skills to begin with in the first place. the options in CoM make mages that more interesting. It's totally worth it, if done right.

#2 Monsters to tough
This one was already discussed here multiple times so i think i don't have to explain. So while i like the monster building rules, i just don't like the power level of the monsters. And while i could change them myself, again the question, why i should buy the books if i have to do the work in the end. :-)


#1 DP points derived from stats
This is the biggest issue for me, because in my mind it totally breaks the game and leaves so much room for abuse that i wonder why this is even in the game. Because this is one of the playtesting issues, because to be honest, i didn't notice until a munchkin walked all over our game abusing these rules. The rules as they are work great if players create characters with realism and roleplaying in mind, but IMHO they should be good enough to also work if someone creates characters out of other reasons. Minmaxing can be a lot of fun, but the kind of behaviour the HARP rules allow is just so much out of scope it breaks anything.

All that said, i love HARP and would propably not write that much stuff in such an angry voice if i did not. I just wish, some of this issues are addresses in a new version, if one ever comes out. Oh, and did i mention i want more books to buy? :-D
Title: Re: Top 5 worst things about HARP
Post by: Raf Blutaxt on December 09, 2009, 04:17:16 AM
One thing that really caught my eye in this thread is the XP problem.
I don't see it as a problem because I don't tell my players exactly for which action they get how many XP. And anyway, shouldn't players pursue goals because they make sense and not because they get XP for them?

Other problems include the imballanced skill system, most notably the influence category and the DP derived from stats issue. Again, for the right group this works fine and is a good rule but it's so wide open for powergaming exploitation (can you tell that I play in the same group as Butscharoni? ;) ).
Oh and there's some issues with imballanced professions as well. The Thief / Rogue / fighter problem that has been discussed here before. These are things that should be adressed in a new edition. 
Title: Re: Top 5 worst things about HARP
Post by: Arioch on December 09, 2009, 05:06:21 AM
One thing that really caught my eye in this thread is the XP problem.
I don't see it as a problem because I don't tell my players exactly for which action they get how many XP. And anyway, shouldn't players pursue goals because they make sense and not because they get XP for them?

Rewarding players for pursue (not only accomplish, just pursue) goals that makes sense (where "make sense" means being coherent with their character motivations, make gaming enjoyable and so on), is a way of encouraging this behaviour, making the game more enjoyable.
Players are more motivated to act in a certain way if they know that their actions will be rewarded somehow (and that's why you can't complain if a game that rewards only killing monsters and taking their stuff produce only hack'n'slash campaigns). It's a game, after all.

Title: Re: Top 5 worst things about HARP
Post by: Raf Blutaxt on December 09, 2009, 05:38:19 AM
I agree that the way XP are handed out  determins the style of the game but this is also a very powerful tool for gm's. If I give out more XP for creative solutions and in character decisions, my players will automatically shift to a playstyle that is dominated more by these aspects than simple hack'n'slash.

Something that just came to me about your original complaint with the XP system is that most personal goals, when they become more important in the campaign shift to being party goals anyway. so if for example Grog the fighter has the personal goal of avenging his family which was killed by someone, the initial investigation might bring only him XP, as he does it on the side wile the party tries to incite a rebellion against the evil duke. But when he discovers that the duke was also involved in the murder of his family, killing the duke might become a party goal and a personal goal for Grog. So if the party succeeds with overthrowing the duke and killing him, all players are rewarded with the XP for achieving the major party goal and Grog's player gains a bonus for achieving his personal goal on the wway  If used like this, the XP system motivates players to make more input to the story helping the gm in turn to make the plot more interesting for everyone.   
Title: Re: Top 5 worst things about HARP
Post by: Right Wing Wacko on December 09, 2009, 10:54:29 AM

Something that just came to me about your original complaint with the XP system is that most personal goals, when they become more important in the campaign shift to being party goals anyway. so if for example Grog the fighter has the personal goal of avenging his family which was killed by someone, the initial investigation might bring only him XP, as he does it on the side wile the party tries to incite a rebellion against the evil duke. But when he discovers that the duke was also involved in the murder of his family, killing the duke might become a party goal and a personal goal for Grog. So if the party succeeds with overthrowing the duke and killing him, all players are rewarded with the XP for achieving the major party goal and Grog's player gains a bonus for achieving his personal goal on the way  If used like this, the XP system motivates players to make more input to the story helping the gm in turn to make the plot more interesting for everyone.   

This is a lot like we play. We also find it the best way to use the XP system in HARP.

We actually like the HARP XP system and think it works great for fantasy RPG's. It stops the mentality of "kill, kill, kill" for xp and rewards creative thinking... IMHO of course.
Title: Re: Top 5 worst things about HARP
Post by: Rasyr-Mjolnir on December 09, 2009, 11:19:06 AM
We actually like the HARP XP system and think it works great for fantasy RPG's. It stops the mentality of "kill, kill, kill" for xp and rewards creative thinking... IMHO of course.

Well, that WAS the intention of it (one of them anyways).
Title: Re: Top 5 worst things about HARP
Post by: Arioch on December 09, 2009, 03:08:15 PM
If used like this, the XP system motivates players to make more input to the story helping the gm in turn to make the plot more interesting for everyone.   

Yes! I completely agree with you, and as I've said in my original post, I like the goal-based xp system. Actually, I think it's HARP's most interesting feature.
The reason why I put it in my "top 5 worst things" list is that imho the way the system is presented makes it difficult for GMs and players to understand its true potential.
A small paragraph with a better definition of what a "goal" is, and some guidelines for the players, to help them choose their character's goals, and for the GM to give him an idea of how linking together the personal goals of the PCs to form party goals would probably solve the problem. As they are described in the book personal and party goals seem to be in conflict with each other, while is should be clear that they are not.
Title: Re: Top 5 worst things about HARP
Post by: Raf Blutaxt on December 09, 2009, 03:13:29 PM
Yes, the explanations could be better. I personally have some difficulties deciding which kind of ahem... difficulty to assign the goals...
Title: Re: Top 5 worst things about HARP
Post by: Ecthelion on December 09, 2009, 04:42:13 PM
I personally have some difficulties deciding which kind of ahem... difficulty to assign the goals...
In my group we have created some examples for the different difficulties. You can find this in the HARP house rules document on my homepage, if you are interested.
Title: Re: Top 5 worst things about HARP
Post by: Raf Blutaxt on December 09, 2009, 04:52:13 PM
Oh, thank you! I'll give it a look. But now I'll have to read through the Dragon Age rpg I just bought...
Title: Re: Top 5 worst things about HARP
Post by: Right Wing Wacko on December 09, 2009, 05:38:01 PM
Oh, thank you! I'll give it a look. But now I'll have to read through the Dragon Age rpg I just bought...
<evil chuckle>

Now you will become one of us...

<evil, maniacal laughter>
Title: Re: Top 5 worst things about HARP
Post by: Raf Blutaxt on December 09, 2009, 06:10:03 PM
I'm affraid so ;) It looks very good so far. I'll try to post a short review or something like it in the apropriate thread as soon as I've finished reading.
Title: Re: Top 5 worst things about HARP
Post by: Viktyr Gehrig on December 09, 2009, 08:00:54 PM
Something that just came to me about your original complaint with the XP system is that most personal goals, when they become more important in the campaign shift to being party goals anyway.

I've always considered this part of a good GM's job. The more everyone's personal goals are related to the party's goals-- one way or another-- the more dynamic the story is and the more involved all of the players are. Of course, it plays Hell on a campaign like this when players and/or their characters are shuffled in and out on a weekly basis.
Title: Re: Top 5 worst things about HARP
Post by: enoch on December 10, 2009, 09:58:20 AM
I only really have two gripes with HARP, but the second one really bothers me:

1) As others have pointed out, the concept of levels and DPs tied to stats. I guess that could count as two.

2) The lack of decent, modern, GM and character creation software. I find it appalling that it's nearly 2010 and ICE has no solution for any of its product lines. The various spreadsheets and interactive PDFs for character creation are adequate, but I've found them slow and clunky. Plus, I've been unable to get any of my players to embrace these. With work and family I don't have the time any more to create dozens of NPCs, so I either just wing it or re-use the same tired NPCs year after year. I should be able to choose the parameters I require (race, class, level, particular skills or spells, whatever) and after a few moments of number crunching an NPC is spit out. With a little tweaking you can do the same for PCs. And a combat tracker would be a god-send! I pick my NPCs or monsters, select which PCs are in the fight (because the app already has their stats, abilities, and skills), and just enter rolls each round. Cover, movement, and other modifiers can be changed easily, and bleeding, stuns, penalties, and the like are kept track of for me. Did I mention it should be intuitive? I've looked at the various virtual tabletop solutions, but they seem to be very user unfriendly.

    Wireless is ubiquitous wherever I game, so I'd prefer an online solution. That way my players could update their characters at their leisure and we don't have to worry about losing or remembering a sheet. If it were a "real" application I'd prefer a cross-platform app, but I can run Windows on my Mac so I'd be happy with even a Windows-only solution. I'd gladly pay a monthly subscription for online, or a reasonable amount ($20-$50) for a standalone application. I've often attempted (or planned to attempt) to create such solutions, but my programming skills aren't up to the task. I'm the only one in my gaming group with a shred of computer skills, and my experience is limited to Unix shell scripting and web development (PHP, Perl, Javascript). It's a huge project for one person, and I'd love to help out on such a project, but unless it's coded in something I know I'd be left with just telling people what I think is best. And the world is full of enough people that are more than willing to offer up their opinion.

Other than those, I love HARP. I do miss RM from time to time, though I like how HARP took many of the strengths of RM and streamlined a lot of the rest. I started with that not-licensed-anymore-RPG in the mid '80s, switched to RM2 in the early '90s, and then to RMFRP for a couple of years before HARP came out. Keep up the great work!

Happy Christmas-Hanukkah-Kwanzaa-Winter Solstice-other holiday to all!
Title: Re: Top 5 worst things about HARP
Post by: johnkzin on December 10, 2009, 04:16:56 PM
I find it appalling that it's nearly 2010 and ICE has no solution for any of its product lines.

It's especially bad when you consider that, back in 1990ish, there was a very GOOD RoleMaster character creation program.  It was even expandable for the companions and such (and I think it had source data files for SpaceMaster as well).  It was created by a fan, free, and you could download and build it for most platforms (was command-line and written in C, with no major frills, so I seem to recall people had it running on both DOS and Unix systems).

I have no idea what ever happened to it.  (the old) ICE never picked it up, and it eventually disappeared.  But, it was written by someone in their spare time, so it's not like it required a full time software engineer to write the core logic.

I've been looking for a part time programming project ... I've just finished a round of learning python for a job project.  Maybe I should think about duplicating that old program for HARP, and turn it over for community development when I get to a certain point.  Assuming the HARP folks wouldn't object on copyright or trademark grounds.
Title: Re: Top 5 worst things about HARP
Post by: Ecthelion on December 10, 2009, 05:03:25 PM
There is a lot of character creation tools, spreadsheets for combat tracking and other utilities to be found in The Vault (http://www.ironcrown.com/ICEforums/index.php?action=tpmod;dl=0). I don't know whether it's nowadays necessary for a company creating an FRPG game to also supply such tools as you requested. IMO the fans can as well create such stuff themselves - as is the case already for HARP and RM.
Title: Re: Top 5 worst things about HARP
Post by: enoch on December 10, 2009, 05:31:34 PM
There is a lot of character creation tools, spreadsheets for combat tracking and other utilities to be found in The Vault (http://www.ironcrown.com/ICEforums/index.php?action=tpmod;dl=0). I don't know whether it's nowadays necessary for a company creating an FRPG game to also supply such tools as you requested. IMO the fans can as well create such stuff themselves - as is the case already for HARP and RM.

As I said, I've found the current collection of spreadsheets, etc. in The Vault to be clunky and slow and not what I'd like. And I remember on a number of occasions in the past, whenever some fan mentions the creation of a combat-helping application, the ICE party line is "it can't contain any of the tables." Without the tables a combat app is useless, and I don't know many people who would go to the bother of recreating those. And if I have to keep flipping through the combat tables then what's the point?

Most other FRPGs are a bit more basic in both combat and character creation than good old Chartmaster and Chartmaster-Lite. Those other games may not benefit as much, but it certainly would help my games and my players. Eight or ten years ago you could buy a CD-ROM for whatever version of D&D was out at the time, and Warhammer FRPG has a very cool online character creation tool. It's fan-created and can be found at http://www.malleus.dk/NpcGenerator/Default.aspx (http://www.malleus.dk/NpcGenerator/Default.aspx).

I know it's not necessary for ICE to create anything like I'm envisioning, but computers excel at number crunching and the number crunching is what tends to bog down ICE games. I've stuck with their games because I value the realism, but if all of the numbers were hidden behind the computer screen I could spend more time on the storytelling than keeping track of five veteran PCs and their foes. Basically, I would enjoy running the game more.
Title: Re: Top 5 worst things about HARP
Post by: John Duffield on December 10, 2009, 07:48:54 PM
They could invest time in a product like Hero Lab (http://www.wolflair.com/index.php?context=hero_lab) where you can extend the product with your games line.  It has a built in editor and so forth which makes it very easy to customise.

I have played with the product for Pathefinder and find it very good.
Title: Re: Top 5 worst things about HARP
Post by: Rasyr-Mjolnir on December 10, 2009, 10:00:00 PM
ICE has actually tried to get CharGen software done several times. And something went wrong every time. Here are a couple of examples:

In one case, the programmer flaked out (on his business partner as well, leaving her high and dry, not to mention us). In another, a fan who was working on a chargen program got mad cause none of the other fans who were acting as testers would help him make a html version of a character sheet, so he quit and disappeared. And in another, very sad instance, the programmer committed suicide (not because of what he was working on). Somebody else has since tried to continue with that app, but it was Windows only.

After that suicide, ICE has essentially just given up trying for a while...

Now, what ICE would eventually like to have is an online app. Where folks could log in, create characters, and come back later and level them up, and where each level is stored as a distinct character. Where others could come, search through all of  the characters, and and can view/use whatever ones that they want. (i.e. what Joe creates for his game, becomes a potential NPC/character for Fred's game, or Jack's game, etc..). Where the character could be exported in a standardized XML format so that they could be imported into other computer based apps.
Title: Re: Top 5 worst things about HARP
Post by: RandalThor on December 11, 2009, 02:04:18 AM
The on line app sounds cool, but as someone with limited internet connection (none at home), I would appreciate a fully downloadable version.
Title: Re: Top 5 worst things about HARP
Post by: Ecthelion on December 11, 2009, 03:57:42 AM
As I said, I've found the current collection of spreadsheets, etc. in The Vault to be clunky and slow and not what I'd like.
So perhaps the issue is not that ICE (or whoever) does not offer the tools, but instead that the offered tools don't suit your needs. That might as well be the case with an "official" character creation or combat tracker etc.
Title: Re: Top 5 worst things about HARP
Post by: masque1223 on December 11, 2009, 06:37:26 AM
The on line app sounds cool, but as someone with limited internet connection (none at home), I would appreciate a fully downloadable version.
Have you tried the Open Office chargen template?  It is downloadable (as is Open Office, free, open source software FTW) and I know I personally love it.  If ICE were to provide chargen software I'd certainly try it out, or even buy it (like I did with GURPS Character Assistant), but I'm personally hard pressed to think of functionality for chargen purposes that I can't currently meet with the fanmade OOo template.
Title: Re: Top 5 worst things about HARP
Post by: RandalThor on December 11, 2009, 06:50:54 PM
I have gotten the Open Office before, and I always have conflict with which app to use (OO or Microsoft Office) when I go for a new word, excel, etc.. project. I kind of need my computer stuff to be pretty simple, the less complication there the better as I can get frustrated with it pretty quickly.

In the past I have used one of the excel sheets offered in the Vault and it worked out OK - I was even able to add new races and skills and such. Don't remember exactly which one it is off hand, will have to look into it. But the Sheet definitely needs to be editable, somewhat.
Title: Re: Top 5 worst things about HARP
Post by: masque1223 on December 11, 2009, 07:54:23 PM
I have gotten the Open Office before, and I always have conflict with which app to use (OO or Microsoft Office) when I go for a new word, excel, etc.. project. I kind of need my computer stuff to be pretty simple, the less complication there the better as I can get frustrated with it pretty quickly.
I solved that for myself by deleting M$ Office.
Title: Re: Top 5 worst things about HARP
Post by: jasonbrisbane on December 12, 2009, 07:29:53 AM
ICE has actually tried to get CharGen software done several times. And something went wrong every time. Here are a couple of examples:

In one case, the programmer flaked out (on his business partner as well, leaving her high and dry, not to mention us). In another, a fan who was working on a chargen program got mad cause none of the other fans who were acting as testers would help him make a html version of a character sheet, so he quit and disappeared. And in another, very sad instance, the programmer committed suicide (not because of what he was working on). Somebody else has since tried to continue with that app, but it was Windows only.

After that suicide, ICE has essentially just given up trying for a while...

Now, what ICE would eventually like to have is an online app. Where folks could log in, create characters, and come back later and level them up, and where each level is stored as a distinct character. Where others could come, search through all of  the characters, and and can view/use whatever ones that they want. (i.e. what Joe creates for his game, becomes a potential NPC/character for Fred's game, or Jack's game, etc..). Where the character could be exported in a standardized XML format so that they could be imported into other computer based apps.



I think this would be a great idea for someone to develop.... especially with the new Fan Sites that ICE is promoting from their homepage (short form: $3/month = ironcrown.com, harphq.com or metal-express.com subdomain...)

:)

I am thinking about getting one but dont know what to call it... (darkeen? battlefield? jasonbrisbane?...)
Title: Re: Top 5 worst things about HARP
Post by: Rasyr-Mjolnir on December 12, 2009, 07:59:40 AM
Now, what ICE would eventually like to have is an online app. Where folks could log in, create characters, and come back later and level them up, and where each level is stored as a distinct character. Where others could come, search through all of  the characters, and and can view/use whatever ones that they want. (i.e. what Joe creates for his game, becomes a potential NPC/character for Fred's game, or Jack's game, etc..). Where the character could be exported in a standardized XML format so that they could be imported into other computer based apps.
I think this would be a great idea for someone to develop.... especially with the new Fan Sites that ICE is promoting from their homepage (short form: $3/month = ironcrown.com, harphq.com or metal-express.com subdomain...)

If somebody actually approached ICE with good solid design specs for creating such, ICE would be quite willing to provide space to them (for free) for the development.
Title: Re: Top 5 worst things about HARP
Post by: jasonbrisbane on December 15, 2009, 01:39:46 AM
I might give it a go (I have my own LAMP server) but Id make sure I had something that worked to MY specs first before going to ICE with it...

Firstly to ensure I had something that worked and secondly because I might give up as I'd have to learn a fair bit of php programming (I usually only scavenge program on the web... ;) )

Once I had something that worked, Id present it to ICE and see if I could get a free subdomain out of it...

Problem is: maintainance and changes to said website is what would put me off...
I will post on the Character Creation forum (http://www.ironcrown.com/ICEforums/index.php?board=21.0) with ideas and questions though (if anyone wants to assist or test...).

Title: Re: Top 5 worst things about HARP
Post by: Rasyr-Mjolnir on December 15, 2009, 04:52:21 AM
Once I had something that worked, Id present it to ICE and see if I could get a free subdomain out of it...

If you had something that worked, I could 99.99999% guarantee a free sub-domain for it.  ;D ;D
Title: Re: Top 5 worst things about HARP
Post by: jasonbrisbane on December 15, 2009, 08:08:18 AM
OK, I should have said complete, not worked.... :)

But it would be my standards, not anyone elses, which is where the issues may come in...
Others (including ICE) may not like the end result as I would have a different Design that others didnt like...

But with the basics that I'll have, ICE could take it and expand it.... If anyone wanted it...
 or not, as the case may be! :)
Title: Re: Top 5 worst things about HARP
Post by: Rasyr-Mjolnir on December 15, 2009, 08:23:42 AM
ICE would almost certainly be interested in hosting any online character generation application that supported the core rules (of either HARP or RM).

And you can even find a HTML version of the HARP character sheet here -- http://www.ironcrown.com/ICEforums/index.php?action=tpmod;dl=item305

Title: Re: Top 5 worst things about HARP
Post by: Witchking20k on December 15, 2009, 08:30:51 AM
The Influence skills bothered me right away, but I added Leadership and a couple others...carousing etc

The Athletic & Physical Categories should be one IMO and combat skills seperated from weapon skills
Title: Re: Top 5 worst things about HARP
Post by: Thom @ ICE on December 15, 2009, 11:19:43 AM
Carousing is one of those MUST HAVE skills.    :)

For Athletic & Physical there are definitely some opportunities to consolidate, but other aspects should either move into Combat (Armor) or move into a new one for Metagaming skills (Endurance) and bring over the others from General (Resistance Skills)

Weapon Skills are to Combat, what Spells are to Mystical Arts.   You need to keep them in there.   (IMO)
Title: Re: Top 5 worst things about HARP
Post by: RandalThor on December 15, 2009, 12:05:04 PM
I do something like what Chosen said: I get rid of the Physical category altogether and move them into other categories (armor & endurance to combat, jumping & swimmin to athletic) and I move the resistances (stamina to athletic, will to concentration, and magic to mystic arts). Plus I create a new category: Technical. This category covers the more complicated craft skills, such as (various)smithing, gem cutting, calligraphy, etc.. Things like thatching, dung collecting (thank you Warhammer FRP!  ;D), and the like are back in the craft skill under the general category.

Just my own way...
Title: Re: Top 5 worst things about HARP
Post by: Witchking20k on December 15, 2009, 02:23:18 PM
I think every Lores as a whole are spread amongst the appropriate categories, instead of having a Lore Category, which makes much more sense to me.  As for seperating weapons from combat skills & spell casting vs Mystics arts.  I agree, but jsut find it a bit clumsy to lump them all in together when they are the Bulk of the "adventuring skills' in any game.....but its not a huge issue with me.  Particularly with spells where your skill with a spell is its OB etc.  i would throw Endurance in Combat skills too....

I think my least favorite thing about HARP (and its not really a dislike, so I say least favorite.  Cover to cover HARP is probably my favorite game) is the lack of seperation between professions.  The game is balanced for low-level adventuring and so, unlike rolemaster, all professions are effective early.  But, I think that perk came at the cost of having truly distinct professions that could do truly unique things.
Title: Re: Top 5 worst things about HARP
Post by: Thom @ ICE on December 15, 2009, 02:25:46 PM
I could go on for quite a bit on that, but I'll save it for another day.
Title: Re: Top 5 worst things about HARP
Post by: Witchking20k on December 15, 2009, 07:40:05 PM
LOL, uh oh....I'm not ttrying to rock the boat....
Title: Re: Top 5 worst things about HARP
Post by: Marc R on December 15, 2009, 08:05:11 PM
the 2/4 split is rather tight, offering little variation, but it'd be kind of pointless to spread them out further when you can change professions. . . .casual multiclassing means archetypes are by default going to be really weak, if you made strong ones, you'd just end up with more multiclassing.
Title: Re: Top 5 worst things about HARP
Post by: Witchking20k on December 15, 2009, 09:06:02 PM
LOL agreed on all accounts
Title: Re: Top 5 worst things about HARP
Post by: johnkzin on December 15, 2009, 09:13:01 PM
if you made strong ones, you'd just end up with more multiclassing.

Strong class/profession archetypes + lots of multi-classing == good
Title: Re: Top 5 worst things about HARP
Post by: Thom @ ICE on December 15, 2009, 09:16:25 PM
I'm with you John....
The simplicity of 2/4 is great, but it may benefit from some real increased abilities with higher levels. Something to give characters a reason to stick with a profession so they can gain abilities that are excluded from others.
Title: Re: Top 5 worst things about HARP
Post by: Mando on December 16, 2009, 12:59:55 AM
High level game, my favorite concern about HARP :)

Did some try to use some advanced skill use house rules, bringing what has been done on some combat skills in "Martial Law" to a global feature?

So, to make things a bit more clear, bringing in an Advanced, Expert and Legendary level to all skills, making it more appealing to buy ranks above 20? In doing so, you would make your char a true specialist, doing things others can't even imagine and looking so sexy on the combat floor?

As it's profession neutral, no balance concern.
Title: Re: Top 5 worst things about HARP
Post by: Witchking20k on December 16, 2009, 06:33:33 AM
Well.  The 2/4 split is convenient for character creation so I can forgive that; I had talked about approaching the skill balance by adjusting the rank max per level in a long ago post.  I think something like a set of Talents or Feats that a player could purchase based on professions & skill ranks would be cool.
Title: Re: Top 5 worst things about HARP
Post by: Thom @ ICE on December 16, 2009, 06:37:48 AM
Have an idea point for those.... both really good ideas (assuming they are applied without imbalancing the system - lots of playtesting required to implement)
Title: Re: Top 5 worst things about HARP
Post by: Marc R on December 16, 2009, 07:02:02 AM
If you had multiclassing in say RM with DP spreads 1-20DP and thus strong archetyping, you'd just expect that 30th level mage to have spent 5-10 levels as a fighter to get combat skills to at least 10 ranks at 1 DP costs. . . .which would dilute the heck out of archetyping anyway. . . .strong archetype logic says Gandalf is in trouble when the enemy engages him in melee, then he whips out his sword and turns out to have a damned good OB on top of being the most powerful caster in the land and chops them into bacon.
Title: Re: Top 5 worst things about HARP
Post by: Witchking20k on December 16, 2009, 08:46:58 AM
Well at a certain level the importance of adding more spells or magical skills to your bag of tricks falls into the diminishing returns vortex; another rank of Read Runes vs being a +5 OB/DB (considering parry) and possibly being able to conserve PPs is appealing.

As a mage of any sort if you commit 1 rank/level (cost varies of course) to your primary weapon by level 7 or 8 you will probably have 10 ranks + a moderate stat + probably a bonus weapon of some sort so...an OB of 80ish we'll say.  Enough to not have to engage minions with spells if you choose...really 4 DPs is just not that much of a hinderence.

Title: Re: Top 5 worst things about HARP
Post by: kasalin on December 16, 2009, 07:38:39 PM
I do something like what Chosen said: I get rid of the Physical category altogether and move them into other categories (armor & endurance to combat, jumping & swimmin to athletic) and I move the resistances (stamina to athletic, will to concentration, and magic to mystic arts). Plus I create a new category: Technical. This category covers the more complicated craft skills, such as (various)smithing, gem cutting, calligraphy, etc.. Things like thatching, dung collecting (thank you Warhammer FRP!  ;D), and the like are back in the craft skill under the general category.

Just my own way...

Curious - How do you re-assign the favored categories under this scenario?
Title: Re: Top 5 worst things about HARP
Post by: Maelstrom on December 16, 2009, 09:03:14 PM
Carousing is one of those MUST HAVE skills.    :)

For Athletic & Physical there are definitely some opportunities to consolidate, but other aspects should either move into Combat (Armor) or move into a new one for Metagaming skills (Endurance) and bring over the others from General (Resistance Skills)

Weapon Skills are to Combat, what Spells are to Mystical Arts.   You need to keep them in there.   (IMO)

Good ideas!  I don't like putting Endurance in an non-favored category for any archetype as all characters need the ability to increase their hits.  I'm likely to add the toughness talent to fighter archetypes in the future to represent their buffness like athletes today generally have better endurance than the average bean counter in the office.
Title: Re: Top 5 worst things about HARP
Post by: jasonbrisbane on December 17, 2009, 12:47:21 AM
Mando,

Yes, PAT created them for our house game.

I dont know where the xls is, but I'll see him on Saturday for the game and I'll let him know to upload it to the Vault for you...

(PS: It may already be there, I havent checked).
Title: Re: Top 5 worst things about HARP
Post by: Pat on December 20, 2009, 07:29:40 AM
Hi Mando,


It's in the download section under Harp/Houserules and is called Advanced Skills. There is also a seperate one for Monk/concentration abilities.

http://www.ironcrown.com/ICEforums/index.php?action=tpmod;dl=cat38;tpstart=10
Title: Re: Top 5 worst things about HARP
Post by: Mando on December 20, 2009, 11:47:12 AM
Thanks, downloading now, will read :)
Title: Re: Top 5 worst things about HARP
Post by: Thom @ ICE on December 20, 2009, 11:50:41 AM
Good ideas!  I don't like putting Endurance in an non-favored category for any archetype as all characters need the ability to increase their hits.  I'm likely to add the toughness talent to fighter archetypes in the future to represent their buffness like athletes today generally have better endurance than the average bean counter in the office.

Toughness for Fighter would definitely be a good idea - but then it only applies to one profession, instead of putting it in something like Physical/Athletic with actual favored status for some and apply to many.  The only profession I see as not having Phys/Ath as favored would be the pure spellcasters, which then has Endurance balance with Power Points for the extreme pure archetypes.
Title: Re: Top 5 worst things about HARP
Post by: Witchking20k on December 20, 2009, 02:24:20 PM
I'd rather have pure mages etc have the disadvantage evelop of not being able to develop Endurance as a favored category, and let that be the realm of fighters and semi spell users......players start play with a fair amount of hits...I think the growth in that number should favor arms users....
Title: Re: Top 5 worst things about HARP
Post by: RandalThor on December 20, 2009, 11:07:20 PM
I'd rather have pure mages etc have the disadvantage evelop of not being able to develop Endurance as a favored category, and let that be the realm of fighters and semi spell users......players start play with a fair amount of hits...I think the growth in that number should favor arms users....

Sound familiar:

I do something like what Chosen said: I get rid of the Physical category altogether and move them into other categories (armor & endurance to combat, jumping & swimmin to athletic) and I move the resistances (stamina to athletic, will to concentration, and magic to mystic arts). Plus I create a new category: Technical. This category covers the more complicated craft skills, such as (various)smithing, gem cutting, calligraphy, etc.. Things like thatching, dung collecting (thank you Warhammer FRP!  ;D), and the like are back in the craft skill under the general category.

Just my own way...

Curious - How do you reassign the favored categories under this scenario?

I don't really. Everyone equally looses a category (physical). The points are distributed to the other cats in keeping with where the skills moved. Example: Fighter, would take the 8 Physical ranks and put 2 into Combat, 2 into General, and 4 into Athletic. If I am feeling generous, I could allow the player to make the choice but not allow a categories ranks to more than double and never exceed 10. A Rogue, for example, would be able to take the 3 Physical ranks and place them all in any category except Mystical arts which they can only place 2 in, or put 1 in any three different categories. This gives them a small ability to customize their profession. Maybe that rogue is more fighter, so he puts them all in Combat. Or he is more thief so he puts them in subterfuge. Whatever, doesn't break the game in anyway that I can see.

Or:

The Technical category could be one they could choose to use those (or just some of those) points for to reflect an early apprenticeship, prior to their adventuring career. The mage started out as a gem-cutter, so he takes his 2 ranks in the obsolete physical category and puts them in Technical and uses them for his gem-cutting skill. Another option here is to say that only those skills you bother to put ranks into at adolescent are "favored" the rest under Technical would be unfavored and cost double DPs*. Just an idea.  

* I would not do that for any of the non-adventuring professions that are considered craftsmen, though.
Title: Re: Top 5 worst things about HARP
Post by: Karizma on December 21, 2009, 01:32:51 AM
I do wonder why Physical was separated from General, but it's not a huge issue.  HARP as a game comes so close to perfection for what I want to do with a game that I accept the flaws it has.

However, it also boosts my creativity, and challenges me to think of ways to "fix" what I perceive to need fixing (after all, it's best not to fix what's not broken).

I would like to someday, in the future, make a version of HARP that's more of a skeleton than HARP.  If I DO end up making it, and am particularly proud of it, I'd like to see it distributed for free, or a free-like price.  To do that, I'm thinking of basing it on HARP Lite, and tweaking it enough to NOT be HARP Lite, while not having any MORE than HARP Lite (so that HARP Lite is still the go-to for full-on HARPers, while Not-Quite-HARP-Lite would be a different, probably setting-neutral alternative.)

But I'm just glad HARP is as good as it is!
Title: Re: Top 5 worst things about HARP
Post by: Viktyr Gehrig on December 21, 2009, 04:24:32 AM
I'd rather have pure mages etc have the disadvantage evelop of not being able to develop Endurance as a favored category, and let that be the realm of fighters and semi spell users......players start play with a fair amount of hits...I think the growth in that number should favor arms users....

Well, in that case I'd add Combat to the Vivamancer's Favored Categories. It would make sense that they and Necromancers be tougher than other casters and normal folk.
Title: Re: Top 5 worst things about HARP
Post by: Witchking20k on December 21, 2009, 08:18:11 AM
Hmmmm.  I guess its a tit-for-tat scenario.  One thing about spell users is they have a much higher DP commitment/level than a typical fighter developing 1 weapon, endurance, and armor.....maxing these 3 skills out would be 9x2=18 DPs/level.  A spell caster might have 6-7 spells to start and aquire more over time; so every level the spell caster might have 2-3 ranks per spell to buy...making it difficult to rapid develop Endurance.
Title: Re: Top 5 worst things about HARP
Post by: Karizma on December 21, 2009, 11:49:26 AM
Hmmmm.  I guess its a tit-for-tat scenario.  One thing about spell users is they have a much higher DP commitment/level than a typical fighter developing 1 weapon, endurance, and armor.....maxing these 3 skills out would be 9x2=18 DPs/level.  A spell caster might have 6-7 spells to start and aquire more over time; so every level the spell caster might have 2-3 ranks per spell to buy...making it difficult to rapid develop Endurance.
This is VERY true, and the fighter in my group literally let DPs go since he had "nothing else to put them in."

Combat Styles are a great way to make up for this.  Additionally, I think putting an emphasis on weapon types against certain monsters would be a good reason for a fighter to spread his DPs across multiple weapons.
Title: Re: Top 5 worst things about HARP
Post by: Thom @ ICE on December 21, 2009, 11:57:36 AM
IMO, a fighter should be spending DPs in weapon skills across at least 4-5 at every level -
* Melee weapon
* Missile weapon
* MA Strikes or MA Sweeps or Brawling
* Combat Style (1 or more)

I would actually recommend 2 melee meapons and 2 missile weapons be developed, but that's a personal preference.

The Strikes/Sweeps/Brawling allows them to fight unarmed if necessary.
Combat style gives them some specialty maneuvers.

To only develop 1 weapon, endurance and armor each level is like a mage only building ranks in Elemental Ball, Power Point Development and Deflections.  The mage develops 6-7 spells for diversity, while the fighter should develop 6-7 weapons for diversity.  There is an equivalence.
Title: Re: Top 5 worst things about HARP
Post by: Witchking20k on December 21, 2009, 05:10:46 PM
No argument here.  I wasjust pointing out that to be effective the fighter has much less DP investment over time.  Some other skills like tactics, style lore etc would be a good addition to the Combat Category......
Title: Re: Top 5 worst things about HARP
Post by: Karizma on December 21, 2009, 07:12:00 PM
No argument here.  I wasjust pointing out that to be effective the fighter has much less DP investment over time.  Some other skills like tactics, style lore etc would be a good addition to the Combat Category......
I'd like to find a solution that doesn't require re-making a skill sheet ;).

I think that monsters need to be re-done anyway, so I plan to re-make them with strengths and weaknesses to certain crit types.  So against a walking skeleton, the fighter will use his Mace or Warhammer instead of his sword.
Title: Re: Top 5 worst things about HARP
Post by: Marc R on December 21, 2009, 11:11:33 PM
I tended to find that with a fighter, I at bare minimum wanted a melee and a ranged. . . .an unarmed skill was also very good, often 2 or 3 (strikes, sweeps, grapples). . . .from there often I picked up a mounted weapon like a spear or lance. . .

That's generally 6 weapons or more. . .but one aspect of HARP vs RM is that rather than dumping DP into 6-10 lists for 120-230 spells you have to develop spells individually so it can turn into a massive DP sink.
Title: Re: Top 5 worst things about HARP
Post by: Fidoric on December 22, 2009, 11:25:40 AM
Quote
I think that monsters need to be re-done anyway, so I plan to re-make them with strengths and weaknesses to certain crit types.  So against a walking skeleton, the fighter will use his Mace or Warhammer instead of his sword.

If you use Monsters, a Field Guide, there is already such weaknesses. They are called frailties.
I think it is something along +50 to the crit with no cap when you meet the requirement (eg: crush against a skeleton, wooden stake in the chest for a vampire...).