AC in a Grim Gothic setting
Posted: 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 ?
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 ?