Feb 1, Adventurer Conqueror King System - Your Journey from Adventurer to King Begins Watermarked PDF + Softcover Color Book (Standard). Jan 28, Watermarked PDF + Softcover Color Book (Standard) Open up the hood of the Adventurer Conqueror King System™ and gain new insights. Jan 13, PDF ebooks: Adventurer Conqueror King System (retail price $10): The complete corebook with comprehensive, integrated support for play.
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Adventurer Conqueror King System is distributed to the hobby, toy, and comic trade .. The Adventurer Conqueror King System (ACKS) is a set of rules. Adventurer Conqueror King - PDF Download. Autarch's Adventurer Conqueror King SystemTM fulfills the promise of the original fantasy role-playing game by. If not, buy the PDF directly from us, or DriveThruRPG if you prefer. to help bring together the two halves of the ACKS system, the electronic resources and the.
Where are y'all playing, Anathema, and do you have an open table or room for more players? Andy February 2, at Please log in to add or reply to comments. Tavis February 2, at 9: March 22, 3:
Adventurer, Conqueror, King is a very cleverly designed game whose rules are quite compatible with most retro-clones, particularly Labyrinth Lord, making it extremely valuable to any player or referee looking to add any of its rules to their existing campaigns. This is good stuff and well worth a look. The world of Dwimmermount is called Telluria, and the lore and history of the setting are tied inextricably with the history for the megadungeon.
There are many oddities to the dungeon that appealed to me, and every level is designed consistently with the history that is provided. The systems maths is robust enough that it doesn't fall to pieces if you breathe on it, but simple enough that you only need to do simple-addition-up-to in play. And we did it crowdfunded and with substantiative fan base interaction and customer feedback.
It's really big, and it's full of pulp science-fantasy flavor. It is a font of ideas - not only setting ideas, but presentation and preparatory ideas, not only for someone who would want to create their own dungeon, but for someone just setting up a sandbox environment, and wanting some structure to hang hexes up on Take it as it is and you'll enjoy it just as much as if you dismantle it first; either way you're getting real value.
I'll come out and say it though, the thing that got me fired up with the book-love was the extensive list of templates. I think they claim there are of them. An ACKS template is basically some pre-selected options that speeds up character generation and gives the character a bit of early flavor.
The templates take it the rest of the way, by adding a preconfigured set of starting equipment, starting money, and suggested proficiency selections. Perhaps the best part, though, is the conceit that wizards can build dungeons somewhere probably not directly under their tower , wait for monsters to settle inside, and then send adventurers inside to harvest their parts. It sounds tremendously inefficient both for the PC hoping you get a sufficiently interesting creature!
If you are running ACKS, this book will help tailor make the system to your world.
If you are on the fence about ACKS, check this book out. Everything other than the mapping, basically. You are commenting using your WordPress. You are commenting using your Google account.
You are commenting using your Twitter account. You are commenting using your Facebook account. Notify me of new comments via email. Notify me of new posts via email. I wish to follow the Mule! The Mule Abides. How do I get it? What about the Domains at War bonus reward? Is the zero edition Gen Con pre-print still available? Antonio, We opted not to go the route used by the War Machine in Companion set.
Instead we wrote a separate campaign and battle supplement called Domains at War. It's already written and was available to backers of the game during Kickstarter. We'll be publishing it as a separate PDF shortly.
Domains at War was simply too large to include in the rules - it's got rules for raising armies, campaigns, sacking cities, siege warfare, and an entire miniature battle game. We simply couldn't include that in a core book that was already pages. ACKS looks wonderful. Bought it and haven't managed to go all the way through it yet.
Really like the Secrets chapter, and it is clearly modeled on the Moldvay rules, but also does its own thing. I think, like the Moldvay rules and the 1st ed DMG, there is a lot of content there.
One niggling point, which also seems wrong to me in Moldvay. A monster with a morale rating of -6 will not flee if a 12 is rolled. Alexander, I had suspected as much. Still, it's a pity not have at least a very simple system in the core book. Not everyone is interested in a whole book devoted just to mass combat me included.
I picked this up a few days ago, and the things I like the most, in no particular order: I am trying to suggest this as a rules-set to use with my regular group to play in a game based on the Legacy Of Fire AP from Paizo. Yes, I realize that APs are not "old school" but given my schedule and GMing nature, I work much better when driving from a set of prepared materials.
And there's a lot I liked on first look of these rules so much so that I chose it over Labyrinth Lord, which was my original thinking for an OSR set. On paper, anyway, I like: This sounds really elegant on paper, and I like how it manages to capture the idea of knockouts instead of kills, and the flavour of lasting wounds and variable healing time a la Warhammer. I haven't got the game to the table, yet, but I'm hopeful that this will get our group re-invigorated after a couple abortive game attempts Wednesday, February 1, Adventurer.
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