Quick question about AA + CC
Quick question about AA + CC
Has anyone put some thought into mixing Amazing Adventures and Castles and Crusades? Bringing shotguns into you fantasy setting? or mixing magic into your pulp game? I know the base systems are the same but are they really interchangeable? I new to both games....kickstarter vaulted me into both pretty quickly so I am learning...now that have both I thought of great idea to combine them in sort of post-civilization type of setting
- maasenstodt
- Hlobane Orc
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Re: Quick question about AA + CC
While I'm waiting on the AA books to arrive before figuring out how it might work, I've had very similar thoughts about using a combination of the games to run a post-apocalyptic themed game.marroon69 wrote:Has anyone put some thought into mixing Amazing Adventures and Castles and Crusades? Bringing shotguns into you fantasy setting? or mixing magic into your pulp game? I know the base systems are the same but are they really interchangeable? I new to both games....kickstarter vaulted me into both pretty quickly so I am learning...now that have both I thought of great idea to combine them in sort of post-civilization type of setting
Re: Quick question about AA + CC
I don't think you need another system to bring in the occasional shotgun. It's just another weapon. GM's been doing it forever in D&D type games.marroon69 wrote:Has anyone put some thought into mixing Amazing Adventures and Castles and Crusades? Bringing shotguns into you fantasy setting?
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- Greater Lore Drake
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Re: Quick question about AA + CC
Interesting, now to stat out the Deadites.marroon69 wrote:Bringing shotguns into you fantasy setting? or mixing magic into your pulp game?
My C&C stuff: www.rpggrognard.com
Re: Quick question about AA + CC
Need a chainsaw hand if you're going to get Ash.
Re: Quick question about AA + CC
Why yes. Yes, I have thought about mixing AA and C&C.
There are, in fact, guidelines to do so in the Companion.
There are, in fact, guidelines to do so in the Companion.
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- Red Cap
- Posts: 272
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Re: Quick question about AA + CC
I use the AA Mentalist, Gumshoe, and Raider in my C&C game. I just made minor adjustments for Armor and weapons.
JLL
JLL
Re: Quick question about AA + CC
my understanding is that AA was designed with this in mind.
I'd say the Arcanist would be a great class in CC, for one example.
I'd say the Arcanist would be a great class in CC, for one example.
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Re: Quick question about AA + CC
And really, that's the key. You just need to make some flavor adjustments and add armor and weapon proficiencies and any class from AA should transport over to C&C. The new classes in the Companion even moreso, in some cases.lobocastle wrote:I use the AA Mentalist, Gumshoe, and Raider in my C&C game. I just made minor adjustments for Armor and weapons.
JLL
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- Ungern
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Re: Quick question about AA + CC
I just found this old thread (and I haven't even read through it yet). I am currently running a campaign where Sci-Fi (AA characters with Star Fronteirs races) are in the Haunted Highlands Fantasy setting. It's going very well except for a couple players (came from D&D 5th play) who think the rules are too restrictive. Regardless of them the other players are enjoying it. The only thing I see as an issue so far is the damage the futuristic weapons can do. I've considered changing the damage for the AA weapons to be a bit lower e.g. a gloc machine pistol does 1d10 (wow!) and on a 5 round burst the average so far is 2d10 damage; to me that is too much.
We have had issues with the Gadgeteer class and creating gadgets but I think that is mostly due to the player than the rules or the setting.
We have had issues with the Gadgeteer class and creating gadgets but I think that is mostly due to the player than the rules or the setting.
Re: Quick question about AA + CC
AA/C&C RESTRICTIVE compared to D&D?? Where are they getting that, considering that you can literally try anything in the SIEGE engine, just by making an attribute check??azcromntic wrote:I just found this old thread (and I haven't even read through it yet). I am currently running a campaign where Sci-Fi (AA characters with Star Fronteirs races) are in the Haunted Highlands Fantasy setting. It's going very well except for a couple players (came from D&D 5th play) who think the rules are too restrictive. Regardless of them the other players are enjoying it. The only thing I see as an issue so far is the damage the futuristic weapons can do. I've considered changing the damage for the AA weapons to be a bit lower e.g. a gloc machine pistol does 1d10 (wow!) and on a 5 round burst the average so far is 2d10 damage; to me that is too much.
We have had issues with the Gadgeteer class and creating gadgets but I think that is mostly due to the player than the rules or the setting.
Point out the following to them:
In D&D, if it's not expressly on your character sheet, you can't do it.
In C&C/AA, if it's not expressly FORBIDDEN, you are encouraged to try it.
- Buttmonkey
- Greater Lore Drake
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Re: Quick question about AA + CC
That's actually not true with 5E. You can try to do it, but you take a -2 penalty. I still think C&C is better, FWIW.The Grey Elf wrote:Point out the following to them:
In D&D, if it's not expressly on your character sheet, you can't do it.
tylermo wrote:Your efforts are greatly appreciated, Buttmonkey. Can't believe I said that with a straight face.
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- Ungern
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Re: Quick question about AA + CC
I personally think it's just an excuse to get out of the game either because I suck as a GM (which I don't suck that bad) or they are just trying to pump me to give them more "power" so to speak; they're spoiled. I guess one guy who had been DM'ing D&D 3.5 for like 30 years ~might~ have a legitimate excuse since to him C & C rules are "pretty much just like 3.5"; in his mind it's old hat.
Anyway....
I also noticed that in AA the weapons get an Accuracy bonus that "ranged" weapons in C&C do not. I'm going to drop the use of the Accuracy for AA except if the player says "I'm taking aim" or something like that. If they are intentionally "aiming" or trying to do a head shot or something that would indicate to me the need to focus on the sight picture then I'd give them the Accuracy bonus to hit. Likewise, if C&C characters said something like "I aim for his ..." well, then that is like the AIM combat maneuver and I could justify some kind of bonus for that attack.
Just my two cents. Thanks!
Anyway....
I also noticed that in AA the weapons get an Accuracy bonus that "ranged" weapons in C&C do not. I'm going to drop the use of the Accuracy for AA except if the player says "I'm taking aim" or something like that. If they are intentionally "aiming" or trying to do a head shot or something that would indicate to me the need to focus on the sight picture then I'd give them the Accuracy bonus to hit. Likewise, if C&C characters said something like "I aim for his ..." well, then that is like the AIM combat maneuver and I could justify some kind of bonus for that attack.
Just my two cents. Thanks!
Re: Quick question about AA + CC
I responded to your thread about accuracy and guns below.
Short answer: Guns are supposed to outclass ancient weapons, just like they do in the real world. That's the point of them. It's a feature, not a bug.
Short answer: Guns are supposed to outclass ancient weapons, just like they do in the real world. That's the point of them. It's a feature, not a bug.
Re: Quick question about AA + CC
FYI, I moved the continuing discussion of this to the other thread, just to keep things in one place.