No history of RPGs would ever be complete without discussion of Iron Crown Enterprises' Rolemaster line of game products. Despite its many epithets (most notably Chartmaster)—whether justly or unjustly applied (and I feel largely unjustly!)—it is hard to deny the influence this game had on role-playing games in general and D&D in specific. First published in 1980 with the first component, Arms Law (a naming convention that set the table for all of the line), it began its existence as a replacement weapon/melee combat system for AD&D. (They couldn't state it that flatly, of course, for reasons of copyright, so it was "for RPGs".) It was rapidly followed with Claw Law (later packaged together) which added creature and unarmed combat to the mix. This was followed by Spell Law for magic and finally, in 1982, Character Law, turning Rolemaster from a set of supplements into its own independent role-playing game. 1984's Campaign Law was the final component (and one of the earliest guidebooks for world-building for GMs).
The HARP system, with a few minor exceptions, is largely based on percentile 1-100 rolls. In general higher is better. In some circumstances a variant called "open-ended rolls" is used in which a 1-100 roll is made, and if the result is 96-100, another 1-100 roll is made and added to the first. If this, in turn, is also 96-100, this is repeated until a number less than 96 is rolled. (For Rolemaster aficionados, this corresponds to an "open-ended high" roll. 01-05 is not treated specially as per Rolemaster "open-ended" or "open-ended low" rolls.)
Skills are rolled using an open-ended roll modified by the skill bonus calculated above. All-or-nothing rolls simply say that if the result is 101 or higher, success, otherwise failure. Manoeuvre rolls are rolled on a table and provide a percentage result that shows how much of the manoeuvre was completed (if applicable) or, for complementary skills, what bonus use of the skill applies to the next skill being tested. The same roll and table is used for spell casting. Resisted spells give a target number for resisting while utility spells show failure or success.
There are a couple of special values to keep in mind in all of the above. An unmodified roll of 1-5 results in a fumble while, in keeping with Rolemaster traditions without the excess complexity, a 66 may, optionally, be used as a "fateful" number: an unmodified 66 resulting in something above and beyond the modified results. A 66 that fails will have some extra bad attached while a 66 that succeeds might have an extra good applied.
So far this mechanism is almost identical to how Rolemaster worked. The table is more compressed, but almost all of the mechanisms described above using that table, plus the all-or-nothing roll, correspond exactly to how the parent game did things. The differences are subtle like the use of only a high open-ended roll instead of the full deal, plus the optional nature of the 66 result as opposed to the little break in the table results in the older game.
Fumbles, as mentioned, occur on an unmodified 1-5 roll. The roll is a failure and the result of the fumble is checked on the relevant fumble chart. Again, unlike Rolemaster, which had a full page table for each fumble type, this game manages to fit all fumble types into a single page. These have a little less of the comic brutality that made Rolemaster (in)famous, but still have little tastes of it here and there.
One little mis-step in this otherwise clean table is the role of skill vs. skill resolution. The table is, in my opinion, badly labelled because while the resistance roll is clearly labelled as being under spell casting, it is ALSO used in skill vs. skill rolls, where the attacking ability first rolls on the same column as an attack spell, then the number generated is used as the target number for the defending ability. It's consistent. It's sensible. But it's badly labelled and leads to some confusion at first glance.
So let's add some more confusion.
Attack
Notably missing from the above was attack rolls that weren't attack spells. This makes sense. Attacks deal with much more than simple skill rolls: not only hitting, but the amount and nature of the damage. Too bad there's also a notion of an elemental attack spell. Attack spells and elemental attack spells are handled entirely differently. Attack spells are resisted skill rolls. Elemental attack spells are treated like melee/missile attacks. It is unfortunate that names were selected that were so similar for such different resolution. At first reading attack rolls, attack spells and elemental attack spells are going to get confused. This was unnecessary.
Attack rolls (and elemental attack spells) are very different from Rolemaster, however. In Rolemaster, each weapon class has its own attack chart, one column for each kind of armour, that when rolled gives you "concussion hits" and possible critical results. Typically in that game, critical results are what did the main damage in the game. Reasoning that this is what people played the game for, HARP, as a simplification, bypasses the attack chart entirely and goes straight for the critical chart. Each weapon has a critical type that it generates and the attack roll is read on that critical table. Further, unlike Rolemaster, each critical table has only one column. Instead of having A, B, C, D, E class criticals, it has damage caps and critical modifiers based on weapon type. Thus a quarterstaff and a tonfa both roll on the Crush Criticals chart, but the tonfa, being a small weapon, gets a -10 on the roll and ignores any result above 90, treating it as 90. Meanwhile a quarterstaff, as a large weapon, gets +10 on the roll and caps at 110.
Results on the table give hits of damage, plus extra effects like stunning, bleeding, etc. up to and including, on occasion, instant death results. This game, as before, doesn't have quite as much comic brutality that made Rolemaster so memorable (because it doesn't have as many possible results!), but the flavour is there.
There are two special cases in this system. First, each weapon (or spell) has a fumble range. An unmodified roll in that fumble range results in a check on the condensed fumble table. (A streamlined version of the full result that has only the combat and magic effects listed.) Also, an unmodified 99 or 100 ignores the damage cap. Since an unmodified 99 or 100 is also open-ended, that practically guarantees some truly horrendous (and unexpected) results.
Magic
The mechanisms of using magic are straightforward application of skills or of attack rolls, but the mechanisms of applying it are very different. This is one area where a major overhaul was done on Rolemaster. The system here eye-rhymes with Spell Law, but differs in profound ways that are, to me at any rate, far more flexible, far more elegant, and far more interesting that Spell Law.
Unlike with Spell Law, in which spells were learned in lists, where character level and purchase levels combined to give access to spells at varying power levels, spells in HARP are learned individually. They are organized, however, into "spheres": Universal (anybody can learn), Clerical, Harper, Mage, Ranger, Warrior Mage. Spells from professional spheres can only be learned by members of that profession or by people with certain talents purchased at character generation.
Spells have a power point cost, power points being generated by stats according to profession, and a minimum number of skill levels equal to that power point cost must be spent on a spell to cast it at all. Power point costs can be scaled upward—each spell has ways of improving the spell in some form or another for extra PP costs—and naturally to cast such a scaled spell, the caster must have enough skill ranks in the spell to cover the increased cost. Scaling also accrues a penalty to the skill roll of -5 per extra power point over base cost.
Spells also have a casting time which can be reduced by one round per -10 penalty taken to casting it (and +10 to fumbles should the spell fumble). Similarly this can be increased by +5 to the casting roll for every round extra to a maximum of +30.
All of the other little tropes of magic use are supported as well, including foci, counterspells, various sources of magic, etc. provide ways of customizing a world's magic as part of the game's focus on flexibility.
An example should make all of this clearer. So let's consider the spell "Icy Mist Wall" from the Mage sphere. The basic PP cost for this spell is 4. That means the caster must have purchased at least 4 skill ranks in "Icy Mist Wall" to cast it at all. At that cost it gives a range of 100 feet, and a duration of 2 rounds/rank = 8 rounds. (Skill rank 4 × 2.) It generates a barrier 10×10×1 feet that causes a tiny cold critical to any who cross it. For 4 extra power points (now requiring a minimum skill of 8) the damage critical can be raised from tiny to small. A further 4 raises that to a medium, then a large, etc. Similarly for 3 extra power points an extra 10×10×1 segment can be created. Or for 3 the wall can be shaped. Or duration can be improved.
This is profoundly different from the way Rolemaster's much-vaunted "over 2000 spells!" works. In Rolemaster, there would be Icy Mist Wall I, then Icy Mist Wall II, then Icy Mist Wall III and so on in a spell list. Each version of Icy Mist Wall would have better stats, but you'd have only that restricted list to choose from. The HARP approach is a bit harder to wrap your mind around at first (but only a bit!) and in exchange provides, for my money, a far more flavourful and flexible magic system.
Other Material
One of the charming things of ICE products way back in the early days of their Middle Earth supplements, even before Rolemaster was a complete game, was a quirky focus on herbs and poisons. Every game, every setting, every campaign module, every adventure even, had a list of herbs and poisons ranging from the (relatively) mundane to the fantastical. HARP is no different. It has a whole chapter devoted to ICE's little fetish, classified by environment, rarity, and effect. It also has the usual monster and treasure lists that games of this type invariably have. Keeping true to the stated intent, there is enough in both segments to make this book usable all by itself. Indeed, although I own other HARP supplements (in PDF) from the ecosystem, I've rarely felt the need to use them because the book itself is pretty complete, and what it lacks it provides more than enough guidance to make my own from that supplements aren't something I use a lot.
Closing out the book is some pretty decent advice on setting up and running a campaign. It's no Campaign Law (not much is) but it's a very nice addition to the book.
The Broader Ecosystem
HARP is intended, by design, to be a one-book-does all game, and in this it is far better (and more honest) than most games that promise to be such. That said, it does have an ecosystem of products and this is a brief overview of those.
In rules supplements there is The Codex, a collection of extra professions, talents, guild rules, spells, etc. that can be used to enhance a campaign. There is Martial Law, a strange little supplement that includes more detailed combat and special combat styles, but also a long screed on how to play warriors effectively. This is contrasted with Hack & Slash, an alternative combat system that bridges the gap between HARP's far simpler system and Rolemaster's two-step system. There is also College of Magics which expands on the magic system.
For running the game there's the omnipresent GM screen of the era, as well as Monsters: A Field Guide and Loot: A Field Guide for expanded monster and treasure lists respectively. There's also the default setting implied in the rules (with things like the "Gryx") sold as the world of Cyradon.
Other, stranger supplements include combat cards, rules for commerce and trade, rules for non-adventuring professions, and then, because now all these options exist, checklists so that players can be informed up-front which options are active and which will be ignored. (This is a nice touch, if a bit comical.) There were also attempts to have various e-zines expanding on the world or the game, but because HARP's release coincided with the eventual implosion of ICE this all amounted to not much.
Conclusion
As with other game reviews, I'm unabashed here coming out as a fan of the game. HARP is one of my all-time favourites, and unlike many games I own (Space Opera maybe being an exception) it is one of the few that I use only the core rules for with little to nothing from anything else. It really is that unicorn: a one-book old-school game.
Loving it as I do, however, does not blind me to its faults. There are some bad choices of terminology that lead to confusion, and while overall it is a very streamlined and straightforwardly consistent system, it has some weird spots where it breaks with that in ways that feel jarringly unnecessary except, I suspect, as an attempt to be as compatible with its parent game Rolemaster as possible.
That being said, I think its benefits greatly outweigh those little warts. It is overall a very smooth, very regular system that still manages to make different things feel different. It has a very old school feel without the old school frustrations, in my book. There is a reason why it is one of the few games I have left in physical form.
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