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Amazing Adventures is Pulp Role Playing: Hard-boiled detectives, fedora-wearing action heroes, and steampunk gadgeteers rocketing to battle . . . .
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Class and a Half

Fri Jul 08, 2016 5:04 pm

Re: class and a half characters, I understand level advancement. Add half the XP of the supporting class to the principal class. That's easy. I'm not as clear about hit points. The description and chart befuddle me (but I've been painting lately, so perhaps it's the fumes).

Let's say I making up a 3rd-level gumshoe/1st-level socialite. What dice would I roll for his hit points?

Thanks!

Re: Class and a Half

Sun Jul 24, 2016 2:37 am

Hey, man,

I JUST TONIGHT saw your post on G+ about this. Answered it over there, but to clarify here as well:

Admittedly the table in the AA core book could be laid out better. It's essentially the same table as in the C&C PHB on page 188 (in the current printing).

The first column is the HD of the Primary class. The first row is the HD of the Secondary class. You cross reference them to get the HD for the final class. In the case of the Gumshoe/Socialite, the final HD would be a d10. The number after the slash represents the flat HP progression after level 10, so when you hit level 10 with your Gumshoe/Socialite, you'd just add 4 hp per level instead of rolling a d10.

Hope that helps and sorry it took so long to answer!

Re: Class and a Half

Sun Jul 24, 2016 9:43 am

Thank you, Jason. That's most helpful, and don't fret about the time between post and response. I'm easy. :D

Re: Class and a Half

Sun Jul 24, 2016 10:54 am

MarkChance wrote:Thank you, Jason. That's most helpful, and don't fret about the time between post and response. I'm easy. :D


Another way to tackle it is to average the die type, then lean towards the higher end. So in this case, you'd average 8+10 to come out with 9, which puts you back to 10 (since there's no d9).

If you were doing a mentalist/gumshoe you'd have d6 and d10; averaging 6 and 10 gives you 8, so the hit die would be a d8.

Re: Class and a Half

Sun Jul 24, 2016 4:02 pm

Jason Vey wrote:
MarkChance wrote:Thank you, Jason. That's most helpful, and don't fret about the time between post and response. I'm easy. :D


Another way to tackle it is to average the die type, then lean towards the higher end. So in this case, you'd average 8+10 to come out with 9, which puts you back to 10 (since there's no d9).

If you were doing a mentalist/gumshoe you'd have d6 and d10; averaging 6 and 10 gives you 8, so the hit die would be a d8.
Ah, so that's where we ought to bring in Goodman Games' "funky dice" from the DCC RPG. That includes d3, d5, d7, d14, d16, and others.

Still no d9, however. :P

Re: Class and a Half

Sun Jul 24, 2016 5:06 pm

Nine Sided Die (d9)

Image

Re: Class and a Half

Sun Jul 24, 2016 6:43 pm

mmbutter wrote:Nine Sided Die (d9)



Nice. Or you could just do that ;)

Re: Class and a Half

Sat Mar 18, 2017 5:09 pm

Another question about class and a half. I understand that a newly made character doesn't add any bonuses at all to a roll made for a check involving his secondary class ability. Once that secondary class reaches 1st level, do they get to add bonuses as normal (level + attribute)?

Re: Class and a Half

Tue Jun 06, 2017 11:33 pm

I believe they add the 1/2 level. So if a 5th level character, they will use their supporting class abilities with +2 on the test.

Re: Class and a Half

Fri Aug 04, 2017 5:39 am

Same here.
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