Adventurer Conqueror King is in my hands!


Yeah, I’ve had the PDF of Adventurer Conqueror King for a while but I just my book the other day. Sorry, kids but nothing quite replaces the feel of a dead tree version. So I took the time last night to sit down and give it another look.
First, the basic core rules are pretty much your standard OSR game. Nice, simple, tidy. You’ve got the usual four classes (fighter, cleric, wizard and thief). In ACKS, they went with racial classes. I’m not a big fan of that but I do like that they added variation and options from the standard demi-human classes.
Monsters are pretty much your usual fare (But I do suggest looking at the dragons. They got a nice little trick.) and the same goes for spells. It’s just that the higher level spells are considered rituals and as such take longer to cast. Meaning you ain’t going to do it in the middle of a fight.
Now, there are a few things that just made me say, “Wow, that’s pretty cool”. I like the Proficiencies for characters. It’s a nice little tweak. Basically, it’s a little system that combines skills as well as bonuses similar to Feats from 3.X. Some may say that Feats aren’t Old School but I think they did a fine job of making a simple system that still has the feel of older editions. The system works very similar to Castle & Crusades or Saves as Skills in Swords & Wizardry. No keeping track of skill ranks and all that. Just a bonus and roll higher than a target number on a d20. Simple.
The cornerstone to ACKS and what really sets apart is all the other stuff. I’m talking about all those that usually aren’t normally in covered in detail in a core book. We’re talking ships, hirelings, mass combat and most importantly kingdom building. It’s not just you build a keep. It’s a whole system. I just finished playing through Paizo’s Kingmaker so I can’t help but make a comparison. My vote goes to ACKS, it’s much detailed and less abstract. And bonus you don’t have to build a whole mighty kingdom. Clerics can form their church or cult. Thief player characters can start their own guilds.
The real strength of Adventurer Conqueror King is that there’s plenty of awesome tools that you can use for whatever happens to be your rule system of choice. It’s going on the shelf of honor.
Just head on over to Autarch’s site and check it out.

mortal wounds and tampering with mortality

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