A couple of sessions back, I had already decided that the halfling cant lend luck to others for the purpose of a death check (rolling the body).
I then also decided that I would let the Thief spend 1 luck to get a luck die roll to add to his luck score for the purposes of a luck check. It was inferred that the Halfling couldn't burn luck to add 2 luck points for the purposes of the roll.
Last session, queue the halfling dying. I denied the luck burn, but am now rethinking this ruling a little.
I'm curious about how others handle this.
Death Checks - Halflings and Thieves
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- Deft-Handed Cutpurse
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Re: Death Checks - Halflings and Thieves
I run it that a halfling can burn luck to add or subtract 2 points from any dice they roll for their character, 1 point for dice rolled by other characters.
And that the thief luck die can be rolled to add or subtract from any dice rolled by the thief.
And that the thief luck die can be rolled to add or subtract from any dice rolled by the thief.
- GnomeBoy
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Re: Death Checks - Halflings and Thieves
I'll allow Luck to be burnt as normal, and even for Luck checks. The target number is set before the roll; if someone wants to burn to hit that number after the roll, that's works.
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Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link: Here Be 100+ DCC Monsters
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Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link: Here Be 100+ DCC Monsters
bygrinstow.com - The Home of Inner Ham
- Raven_Crowking
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Re: Death Checks - Halflings and Thieves
I let Halflings burn Luck at a 1-point-for-2 ratio, and the Lucky Halfling can do this for anyone. Roll under Luck means that, if you spend Luck, you change the number needed, but the Halfling 2-for-1 and the Thief Luck Die can get around this. Fleeting Luck can be spent on any part member, and can also get around this.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Re: Death Checks - Halflings and Thieves
Thanks everyone. I was feeling like I was maybe over doing the old school judging there a bit!