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Old 04-26-2005, 05:38 AM
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RE: Setting?

Post originally by Jason Brisbane at 2005-04-26 04:38:41
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HARP works well because all the basic creatures are in the Core book.

You can use old modules or previously run campaigns on the fly and they work well, without ending up with a case of TPK every other encounter due to mistakes with levels.

Bad guys can be leveled, just like a PC, so it works Really easily,and a simlpe excel spreadsheet can autocalc any leveling problems you might have (I've done one).

The only problem I see is GM's wanting to use WotD Specific creatures such as Beholders and Mind flayers as is, because ICE isnt allowed to convert them. This means that the GM has to do some work before he jumps into a game...

The other area is Gods. There are no specific gods as every GM has different gods for his campaign (every campaign I've been in has been!) The GM and player have to decide which 20 spells his God is going to allow him to have. (a God of peace and prosperity allowing Divine Hammer might not be practical...). But since most GM's know every Forgotten Realm god off by hand, and the DnD PLayuers book as descriptions of the gods, then the GM and player can make the decisions quickly and should be ready to go...

Personally I have designed Clerical Training Packages and put the spell list in it. I'm doing it for about 12 gods in my world and its really cool coming up with these TP's!!

Its well worth it and for PDF versions, you'd be mad not to have a look...especially for $10US!

Regards,
Jason Brisbane
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