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PostPosted: Fri Jan 20, 2012 3:09 am 
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Cottar
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Hello All,

Starting up a game while using HM3 and HMG mix-n-match rules.

I have two (of probably many over the coming months) questions,

a. Can you increase a stat (ie. Speed, Agility) during play? If so, how is it done.

b. Can you pick up a new weapon skill during play? I see that there are rules for non-weapon skills acquirement but none for weapons.

Thanks awfully.


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PostPosted: Fri Jan 20, 2012 9:34 am 
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Reeve
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The rules themselves do not allow for stat increase after character generation.

A weapon skill is opened the first time a weapon is picked up and used, the skill opens at OML from the skills list.


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PostPosted: Fri Jan 20, 2012 3:44 pm 
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Noldorion wrote:
a. Can you increase a stat (ie. Speed, Agility) during play? If so, how is it done..

There are a few magic effects one can run across that can cause a permanant ability increase but many ways to have a permanant decrease. As far as strength trainning etc there are no official rules for it but there are circumstances where it makes sense.

Generally ability score changes are a big hassle because it can cause skill bases to need to be recalculated. Also changes to MLs are reasonable.

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PostPosted: Fri Jan 20, 2012 4:06 pm 
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Here is something that I started to developed that you might be interested in; It was modelled on a character's Original and Potential Key Attributes and was inspired by Role Master 1e.


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PostPosted: Sat Jan 21, 2012 1:01 am 
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Cottar
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thanks all,

I like the amount of realism in both Harn rules and the setting. However, the wording of the rule systems in HMG and HM3 leaves something to be desired. An index would be nice.

Had first game last week, nobody died though 2 people came close.


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PostPosted: Sat Jan 21, 2012 4:48 am 
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Quote:
Here is something that I started to developed that you might be interested in; It was modelled on a character's Original and Potential Key Attributes and was inspired by Role Master 1e.


I like that idea to a point, George. I think training to a degree has somethng to do with increasing stats. For example ballerinas are usually graceful, not clumsy. Their is probably some natural selection that plays a role here, but so does their training.

My personal preference is maxing out increases somewhere in the range of if you roll a 50 on the maximum potential. In other words, with a starting dex of 3 for instance, one cannot achieve a greater than 11 in that attribute.

I would also think that the stats cannot be improved unless something was done as "practice" for that particular stat. Probably the simplest way of saying this is that if a stat is in a skillbase someone uses, that stat can be increased.

The other thing to - if this is something that the general population uses, average stats are no longer 10-11 - they would be in the 16 or so range, which changes things I think drmatically.

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Last edited by Turin on Sat Jan 21, 2012 8:01 am, edited 1 time in total.

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PostPosted: Sat Jan 21, 2012 7:29 am 
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Baron
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Noldorion wrote:
Can you increase a stat (ie. Speed, Agility) during play? If so, how is it done.
Character development hasn't exactly the same meaning in HM as it has in many other RPGs; characters develop through their social/professional contacts as much as they do through their game stats (skill expertise in this case). So if you want/need such and such stat at a given level, use point-buy character creation or just design PCs by GM fiat or GM-player consensus.

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PostPosted: Thu Feb 09, 2012 5:06 am 
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George Kelln wrote:
Here is something that I started to developed that you might be interested in; It was modelled on a character's Original and Potential Key Attributes and was inspired by Role Master 1e.


I've done something similar, but way less generous. No one can go more that 4/6 (don't remembre) points over original roll.

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