FASERIP style dice resolution system for Harn
As far as the raw dice mechanics go regarding skill tests, there is some potential for improvement in my humble opinion. If Harn adopted a resolution chart similar to the old TSR "FASERIP" games (Marvel Super Heroes, Star Frontiers, Gamma World and Conan), the resolution charts could be expanded from four quality results to six.
The normal FASERIP charts have 5 or 4 colors on them: 3 success levels along with either one or two failure levels. If a six color chart were to be created for Harn, the combat resolution tables could be expanded by one box in each direction.
So you could have hyper success/failure [(HS)(HF)], to go along with critcal and magrinal success on the combat resolution tables.
One of the reasons I'd like to see Harn go in this direction would be the potential for players to spend "hero or karma" points to shift the quality of results. More quality levels would smooth things out, in essence giving more dynamic range to potential results.
Here is a link to the Marvel chart for those that might not be familar with it.
Here is a 4 color chart that people made for some open source rules.
If Harn had a d100% chart with Black, Blue, and White as failures (HF, CF,and MF) and Red, Yellow, and Green for success (HS, CS, and MS) it would
evolve the Harn dice resolution mechanics in a positive direction.
Games like Deadlands use pokerchips that let players influence situations as fate points. It would refreshing for Harn to allow something like this as an option. Even the old James Bond RPG from West End Games has this quality shift mechanic.
Column shifts could be used for all sorts of things.
When comparing weapon class attack vs. defense aspects, the number results in column shifts. So a 5 attacker vs. 3 defender results in the attacker gets a positive 2 column shift.
Minor ='s 1 negative column shift
Serious ='s 2 negative cs
Grievious ='s 3 neagtive cs
Mortal ='s 4 negative cs
Although no penalty for minor wounds might be in order with serioucs -1cs, grievious -2cs, and mortal -3cs.
Since it's almost a 1-100 range stat, roll on the universal chart.
HS (red) = +20 to initiative score
CS (yellow)= +10
MS (green) = +5
MF (white) = -5
CF (blue) = -10
HF (black) = -20
Have players turn order based off of what column their intiative score places them.
For every 20 points in the skills EML, they get a +1 column shift.
The Flip-Flop dice mechanic (Full Finesse)
When it comes to shields they get a special advantage beyond column shifts. On the weapon class vs (B)(R,H)(K)(T) chart after two or three column shifts, the special code FF is printed. FF stands for Full Finesse (Flip-Flop). The mechanic works in a similar fashion as it does is the Underground Armies game, where you get to choose which d10 is the high dice. A roll of 47 can turn into 74. So instead of getting a lot of column shifts for using a shield, the shield user has the opportunity to open up this dice mechanic. Using a shield to block while being in the "FF" segment, your odds of getting a tactical advantage would be fairly high. Although just using it as a general rule for attack vs. defense might work out as well. The threshold trigger level could be greater for attackers. In certain situations like a roadside ambush the GM might reward a "+2" for the first round or two on the A/D aspect comparison table.
Shield Class K
A 0 +1 Column Shift for Defender
A 1 +2 Column Shift for Defender
A 2 Full Finesse for Defender
A 3 Full Finesse for Defender
A 4 +2 Column Shift for Defender
A 5 +1 Column Shift for Defender
Defending Weapon rating 2
A 0 +2 Column Shift for Defender
A 1 +1 Column Shift for Defender
A 2 Neutral
A 3 +1 Column Shift for Attacker
A 4 +2 Column Shift for Attacker
A 5 +3 Column Shift for Attacker
A 6 Full Finesse for Attacker
Here is a table I put together to help illustrate the idea of Full Finesse and column shifts for a FASERIP style chart.
A spellcasting bonus/penalty table for "Voice and Gestures" levels.
Perhaps in all situations there could be a cap on how many column shifts are possible. Once the limit is reached on column shifts, the Flip-Flop rule gets engaged.