How have you used Anachronistic Adventures?


Product Discussion


Basically what the title says. I'm planning a campaign using the classes, so I am wondering how other people have used these classes.


lordzack wrote:
Basically what the title says. I'm planning a camapign using the classes, so I am wondering how other people have used these classes.

No but I've been interested in the products for a while and would love to know how it works out in play.


I pretty much follow the examples of John Carter or Travis Morgan. Stranger in a strange land sort of thing

from the description of your campaign you seem to be planning more of a d20 Modern sort of thing.


Malwing wrote:
lordzack wrote:
Basically what the title says. I'm planning a camapign using the classes, so I am wondering how other people have used these classes.
No but I've been interested in the products for a while and would love to know how it works out in play.

I suppose you wouldn't be able to join my campaign?


I wonder, what do people do about money, if anyone has had a campaign that is actually set in a modern setting. In a setting where Anachronistic Adventurers are visitors it probably isn't much of a problem, except for the characters who find themselves unable to buy anything with Earth money! Though if character starts at higher level than first than it might be a problem equipping the character with level appropriate gear.


lordzack wrote:
Malwing wrote:
lordzack wrote:
Basically what the title says. I'm planning a camapign using the classes, so I am wondering how other people have used these classes.
No but I've been interested in the products for a while and would love to know how it works out in play.
I suppose you wouldn't be able to join my campaign?

I'm reluctant because my computer is busted and all I have is my Nexus 7 at the moment.

I imagine that money would be less of an issue if the person from earth has been in [insert fantasy world] for a while and has adapted to some extent.


For those of you who have used the rules, have you used the normal Pathfinder rules for firearms or the Anachronistic Adventurers alternative?

Scarab Sages Contributor

1 person marked this as a favorite.

For the record I've (obviously) run AA games. Here are some notes:

I find people in a modern campaign can handle using real-world money just fine. Yes, it means you can't really get a loan, but we handle that by treating anything too big to pay for outright as rent-to-on. Slap a monthly fee on it, and you're fine.

Alternatively, you can use Wealth from d20 Modern.

For a modern-game with secret magic, I tend to keep real money and gp separate. Real money buy you dinner and bullets, but it takes gp to buy magic items. In general I justify this by requiring some specific ancient currency (Babylonian gold, for example) as the material component for everything that takes one, including crafting magic items. It then becomes the default magic economy.

AA classes that do not have access to magic items, or high tech, or mutations, or psychic or psionic powers, end up underpowered as they gain levels. I'm working on a solution (with someone off the boards, actually).

While I still prefer my firearm rules (no surprise there) I'll likely be using Pathfinder rules if I use AA in future projects, for increased compatibility.


Owen, how do the AA classes work out power-wise if they show up with just a baseball bat and some clothes and have access to any gear a normal adventurer would have?

Scarab Sages Contributor

An enforcer with a baseball bat is about on par to a fighter with a baseball bat. That depends a little on the archetypes taken, but if an AA character takes a less combat-focused archetype, they make up for it with more flexibility.

Now you *can* make underpowered characters more easily with AA than most core classes, because they have so many choices. So if you don;t look for some theme, role, or synergy to build a character on, you can end up being dependent on 5 ability scores with no clear main function in a fight. Those choices are all optional, but players should ask "what do I do in combat? What do I do out of combat?" when making characters.

Grand Lodge

The Tough and the Daredevil are my favorites out of all of them.

OH GOD THE DAREDEVIL! By far my favorite out of that line!

Contributor

Wealth system does work!

Sczarni

I´ve found that they work better with games set in the 40s or 50s since the technology has not reached a problematic level of advancement, making wealth much less of an issue.

On the other and, running games of a more pulpish style does, to some extent, demand that firearms be deadlier, so I had to houserule a few things to the core combat system to make them so. Same applies to being stabbed on knocked unconscious by a mallet to the head for example.


At the moment I'm thinking that for this campaign I'm not going to worry too much about money, if I end up going with the assumption that the PCs are members of Department 7. The organization will probably provide them with whatever gear they need. That would include magical gear.


1 person marked this as a favorite.

Does the Skill Ranks per Level include a human's Skilled bonus? If you had, say, a half-elf daredevil would they have 6 skill points per level or 7?


lordzack wrote:
I wonder, what do people do about money, if anyone has had a campaign that is actually set in a modern setting. In a setting where Anachronistic Adventurers are visitors it probably isn't much of a problem, except for the characters who find themselves unable to buy anything with Earth money! Though if character starts at higher level than first than it might be a problem equipping the character with level appropriate gear.

I actually have run a short campaigin with the AA classes and it went well. I actually have a set of houserules that I use that essentially disconnects magic items and money, and replaces the majority of them with in built abilities. Several of these sorts of rulesets are floating around on the boards. For a modern game i'd recommend something like this for a number of reasons. And my particular system works very well with the AA classes because it is based off the genius style archetypes (which are already a part of the classes).

The rules are deisgned to allow the character to function effectively without any magical gear, and give out possibly one or two items over the course of their career that is specific to each character.

What I found I liked, and will do if I ever run a full campaign, is that magic and most fantasy concepts could only be introduced through the other archetype products (divine and arcane in particular) for the pcs and the vast majority of characters, limiting full fantasy classes, like druid/wizard/cleric to specific npcs in the setting.


Pathfinder Rulebook Subscriber
Dungeon Master Zack wrote:
Does the Skill Ranks per Level include a human's Skilled bonus? If you had, say, a half-elf daredevil would they have 6 skill points per level or 7?

Good question!


1 person marked this as a favorite.
Dungeon Master Zack wrote:
Does the Skill Ranks per Level include a human's Skilled bonus? If you had, say, a half-elf daredevil would they have 6 skill points per level or 7?

No, it does not assume the character is human. The odd points are an an unrelated design choice.

Scarab Sages Contributor

Since he linked to me there should no surprise that Kolokotroni is exactly right.

I'm also hoping to work with him to adapt his built-in ability rules to something I publish, for characters to be freed from the christmastree magic item needs and remain on-par with standard characters with a full array of wealth (for those campaigns where such outcomes are preferred).


3 people marked this as a favorite.

I've used AA rules since they have been out for PCs, NPCs, twists, ect.

However I did run an extensive Metro 2033 game using the rules. I have liked them a lot, and even now use AA gun rules for every game I run. They are better, in my opinion.


2 people marked this as a favorite.
Pathfinder Rulebook Subscriber

Those are my favorite firearm rules.


1 person marked this as a favorite.

so has anyone just use that AA classes as just normal classes? I haven't gotten The Sensitive yet but by description it looks like the psychic class I wanted as opposed to the psionic one I got


It's unfortunate that future products will use the Paizo firearm rules rather than the superior AA firearm rules.


Caedwyr wrote:
It's unfortunate that future products will use the Paizo firearm rules rather than the superior AA firearm rules.

agreed, I really dislike paizo's firearm rules and fine the ones in the enforcer better in every way except that they dont include black powder weapons.

Scarab Sages Contributor

I have had a psychic sensitive in a normal fantasy campaign (you can be a sensitive without being psychic, and psychic without being a sensitive, like Investigator and Great Detective archetype). It worked quite well, although the psychic rules are tuned more to Pulp Mystery Exploration than High Fantasy Adventure... so it won't fit every game style.


Malwing wrote:
so has anyone just use that AA classes as just normal classes? I haven't gotten The Sensitive yet but by description it looks like the psychic class I wanted as opposed to the psionic one I got

I do; I often use Enforcers and Toughs in my games, and I even ran an Investigator in a Carrion Crown/Midnight game who I modeled off of Rorschach.

Community / Forums / Pathfinder / Pathfinder First Edition / Third-Party Pathfinder RPG Products / Product Discussion / How have you used Anachronistic Adventures? All Messageboards

Want to post a reply? Sign in.
Recent threads in Product Discussion