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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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AC in a Grim Gothic setting

Tue Sep 10, 2019 10:00 pm

Ok all, I need help thinking around a corner on this.

Things are moving along for me to start running a Grim Gothic setting using Amazing Adventures as the base rules.

All in all it looks to be easy to retro grade most of the classes back 40ish years, and the rest of the rules are easy to take from pulp and focus them on the Grim.

One thing I can't bend my head around is AC. I like the idea of Pulp clothing etc giving an AC bonus in the standard pulp setting. But, when it comes to Grim Gothic, I can't see a fedora (well 1880/90s I guess it would be a bowler hat) and a trench coat giving an AC bonus. When I read Poe, or Doyle, I just don't get that feel.

However, feel or not I can't see sending characters against evil cultists, things that go bump in the night, and THE Wolfman or Dracula without some type of AC bonus. It just doesn't seem fair to me to do that (could be fun for a bit to see them trying to run away and survive, but sure wouldn't be fair)

That said, I can't figure out a good fix for it. Not one that keeps the feel of the game, keeps it a more Gothic Grim, but does give the characters some chance to survive and maybe go toe to toe with some good ole big baddies.

I see the pugilist has increased AC as part of his class. Would that work for everyone, to a point? Give each class improved AC as they progress, but the pugilist being the quickest to increase, followed by other fighter types, then rogue types, and lastly the magic types. That way they all improve, but at different rates based on the martial association.

If that works, what would the rate be for the different classes?

Is there an easier way that I'm just not cleaver enough to think about ?

Re: AC in a Grim Gothic setting

Wed Sep 11, 2019 12:58 am

Lurker wrote:One thing I can't bend my head around is AC. I like the idea of Pulp clothing etc giving an AC bonus in the standard pulp setting. But, when it comes to Grim Gothic, I can't see a fedora (well 1880/90s I guess it would be a bowler hat) and a trench coat giving an AC bonus. When I read Poe, or Doyle, I just don't get that feel.



My gut feel for a heavy coat would be +1 to AC.

Checking Victorious . . +! for a quilted heavy coat!

Didn't check hat/helm, but I'd give a half AC of +1 (or mebbe a full +1) depending on circumstances.

:P

Re: AC in a Grim Gothic setting

Wed Sep 11, 2019 11:37 am

How about clerical blessings as wards against evil translated into bonus to AC?

Re: AC in a Grim Gothic setting

Wed Sep 11, 2019 9:10 pm

Les, I there are suggestions in the AA Book of Powers on class-based ACs. They start on page 36 under Defense Bonus. Looks like there are a couple of options.

R-

Re: AC in a Grim Gothic setting

Thu Sep 12, 2019 4:52 am

Anvil, rgr been kicking that kind of idea around

Rhu, can I quote you when you go up against Jack the Ripper one cold dark foggy night, with only a coat to ward off the damp cold and his long sharp thirsty knife :twisted:

Rig, thanks. I'll have to give it a look. I must have missed it. Guess that is what I get trying to flip through 3 AA books, Red Death/Ravenloft books and check up the 1880s history at slow times at work.
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