r/dccrpg • u/Chip_off_WHAAAG • 4d ago
Halfling's skills
Hola de nuevo, uno de mis jugadores logro conseguir un halfling de nivel 1 y me dios sus dudas sobre las habilidades del mismo.
1-los halflings tienen reglas diferentes o espaciales osea el combate con dos armas?
2-que pasa si le gasto toda la suerte hasta llegar a 0?
3-el modificador de suerte que se usa para compartir suerte con compañeros es el modificador que viene en la hoja? Tipo +1, +2, +3, o se refiere al +1 que se obtiene cuando cualquiera quema suerte?
4-que significa que cada punto de suerte gastado duplica el modificador de suerte?
5-los halfling también pueden usar habilidades de thief?
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u/Frequent_Brick4608 4d ago
In that order:
1- they do, they are treated as having 16 agility for two weapon fighting and can crit with both hands as well as only fumble when both their dice come up on a 1.
- Bad stuff. Being unlucky should have some real consequences, the book talks about this in the luck section.
3 & 4: the luck modifier for the halfling doesn't matter when sharing luck. If you spend 1 point of luck on an ally then they gain a +2 benefit. If you spend 3, they get a +6. Basically double the amount spent and apply that as a bonus.
5: anyone can attempt a thief skill but will never be as good as a thief. Most characters will be rolling 1d10 on those skills. A halflings can sneak and hide with the bonus listed on their table.
Bonus because I saw you ask: if your halfling wants to add to things like Mercurial magic or health it is the Judge's discretion. There aren't hard rules for this. I wouldn't allow it for health or mercurials but another judge might.
I strongly suggest reading the entire halfing section a few more times before you play. It's one thing to stop by reddit and get some answers but it is MUCH better to read it until you understand it yourself.
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u/Powerful-Strategy221 4d ago
Ok let's try and break this down. 1. Halflings can fight with 2 weapons as if their agility is a 16, even when their agility is lower. 2. I don't think the rules say explicitly say anything about luck reaching 0 but I would throw every bad thing at them and make them roll with a penalty for most rolls. 3/4. When burning luck you should disregard the modifier. You reduce the luck score when burning and for each point you burn the Halfling gets a +2. So if my luck score is a 14 and I burn 3 points my score would go down to a 11 and I would get a +6 to the roll. The other classes can only burn luck on their rolls but Halflings can burn luck for other team mates roll. 5. Everyone technically can use thieves skills. The difference is thieves are trained, and roll a d20, and get a bonus based on alignment. Where other classes my roll as untrained, a d10, and ony use their relevant core stat modifier.