FYI, IMHO, YMMV, yada, yada, yada.
In general, the whole book could use a serious editing for clarity, taking into account the most commonly asked clarification questions in the forums.
In general, the fewer options in the core rule book, the better. Options are great for supplements, but if the idea is to have HARP serve as a relatively easy introduction to ICE games, you don’t want to overwhelm the newbies. For example, one method of generating character stats seems best (option two …). In general, that’s how HARP is already – I mostly just mean, “Keep it that way.â€
The whole idea of creating monsters as Fighters with 75 in all stats always bugged me (just look at the Initiative bonuses … ). Heck, the idea of creating monsters according to PC creation rules bugs me. Monsters should just be made to be what they need to be without worrying about development points and classes and such.
Use the “Condensed Combat†system from HARPer’s Bazaar issues #11 & #12 – it’s the most like RM, so allows HARP fans to move over to RM (if they choose) the easiest.
Fixed development points! This seems popular, is a bit easier, and helps avoid munchkinism.
Get rid of training packages – WAY too munchkiny, especially since you can basically just make any training package that contains whatever specific skills you want (GM’s permission, of course – but with so many already, it’s hard to see how a GM could refuse … ).
Here’s some other house rules I use, just FYI (though some address what I think are overly powerful talents or spells, and rules clarifications for shields):
Eloquence: This talent costs only 20 DP, but only applies to utility spells.
Instinctive Defense: The +20 DB can only apply to one attack per round, and the character must be aware of the attack.
Reduced load times for missile weapons:
- Bows and slings can be fired every other round (i.e., they take 1 round to reload)
- Crossbows can be fired every third round (i.e., they take 2 rounds to reload).
- (Obviously, the speed loader talent would have to be modified.)
Elemental Ball: Instead of +20 OB to center of blast and +0 OB in rest of radius, it’s +0 OB in center and -20 OB in rest.
Shields:
- Normally, Shield DB is only applied to one attack per round, and that attack cannot be from the rear.
- If the character is performing a full parry, then the shield DB might apply to more than one attack, depending on the shield size:
-- Large shields (e.g., wall shields, full shields) can protect against up to three melee attacks per round, and against all standard missile attacks (e.g., arrows, sling bullets, crossbow bolts) in addition, but all the attacks must come from generally the same direction.
-- Medium shields (e.g., normal shields) can protect against up to two attacks per round (melee or missile), but all the attacks must come from generally the same direction.
-- Small shields (e.g., target shields, bucklers, shielding weapons) still protect against only one attack per round (melee or missile).
Thanks for listening, and good luck. I gave up on HARP a while back, because I thought it needed too much work - if you guys do really come up with a new and improved version, I'll definitely give it another shot.