Hi,
Here my comments regarding talents (& species):
- There is no race which has a DP cost above 0 -> remove it?
There isn't currently. Some of the species destined for SysOp's Guide will have.
- In the species section it is mentioned that Genetic Adaptation allows you to exchange up to 2 species talents with other genetic talents. Then a list of the genetic talents is given, including their cost (used for the "second path" described on page 34). The cost for the Genetic Adaptation talent is not given.
- My suggestion: remove everything from the species section except a statement that up to 2 species talents can be exchanged with the Genetic Adaptation Talent. In the Talents section just mark in table 7.1 the genetic talents with an asterisk and make a corresponding note at the bottom and in the description of the Genetic Adaptation Talent. And state somewhere in the Talents section that all talents purchased at level 1 do not require the normal financial cost and recovery time. In my opinion this would be more clear and frees page space.
Genetic Adaptation is costed in Chapter 7 but that should have been declared in the Species & Cultures chapter as well. In HARP Fantasy, Blood Talents are explained with the races because it's a choice to be made then. I think it's important to present the subspecies/genemodding here for the same reason.
- On page 58 there are 3 stages of technology mentioned but not explained. When they are explained (page 73), there are 5 stages -> I suggest a reference to page 73 on page 58 and a ruling for the prototype stage (I think players should have the opportunity to use prototype equipment).
Prototypes are, according to the plan, to be handled in SysOp's Guide because the rules there should cover inventing new tech and getting it to prototype, not just using it.
- I suggest to add a talent that gives a bonus to Resistance: Electricity.
Resistance: Electronics is only purchasable by electronic characters or those with the right implant. There is a Robotic "Talent".
- With the ruling on Latent Psionic Field you will never be able to buy this talent to the 5th field (because 175 DPs are not available at level 1) -> is this on purpose?
- Do the Latent Psionic Field talents of the Adept profession count towards the cost of additional Latent Psionic Field talents? I suggest to add a clarification.
There are extended examples in the psionics chapter on this. Basically you can get two Latents for free by taking Adept and so could buy the rest for 155 DPs. Which again no one will have but it is intentional to prevent characters getting access to every Discipline.
- The descriptions and rulings of Low Pressure and High Pressure tolerance are different -> would it be possible to use a similiar ruling?
That's because they are simulating different capabilities. With high pressure tolerance, the character can simply breathe in the permitted range and so ignores any decompression issues in returning to normalcy. With low pressure tolerance, it's less of a struggle to breathe in reduced pressure, and so there's a major bonus against the harmful effects.
- The Speed Loader talent does not include firearms, although it takes 3 rounds to change a clip (p. 137) -> I suggest to include firearms and energy weapons as well.
Yup, good suggestion.
- The Sureshot talent is only for missile weapons -> I suggest to use it for normal firearms and energy weapons as well. I am not sure about Gunnery (at least as long it is not artillery).
Ranged weapons, yes. Gunnery, no, as it already has Natural Gunner.
- I suggest to make a connection from the Zero Gravity Talent to the Zero-G Maneuvering skill, i.e. the talent should make the skill obsolete or a character with Zero Gravity Talent needs a skill Gravity Maneuvering with the same mechanics as Zero-G maneuvering....
Interesting idea on the first option. Characters from low-gee will suffer enough from the high gravity effects that Gravity Maneuvering would be unpleasantly harsh.
- The power of Poison Sac depends on level. For me this is a big conflict with the HARP design philosophy (and I really don't like this, there is no other skill/talent/poison/.... that is dependent on character level). I suggest to make it level invariant (e.g. +50+roll for RR target) or make the cost of the talent dependent of the power of the poison.
It properly ought to become a Cascading Resistance Roll, but they are all on the vicious end of the spectrum.
- Cold and Heat Resistance: wouldn't it also make sense to have this talent reduce cold/heat criticals/attacks by 1 or 2 sizes (depending on the "size" of the talent)?
They would be significantly stronger abilities then. The ability to be comfortable in elevated or reduced temperatures is different than being able to stick one's hand in a fire for instance.
Best wishes,
Nicholas
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