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Author Topic: Sell/Unsell me on ACKS  (Read 4783 times)

PencilBoy99

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Re: Sell/Unsell me on ACKS
« Reply #15 on: October 01, 2022, 06:52:19 PM »
The guy who wrote it is very thoughtful - deep thinking about how RPG mechanics work the way they do. His RPG advice book is terrific (and really applies to any RPG) - can't recommend it enough.

Persimmon

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Re: Sell/Unsell me on ACKS
« Reply #16 on: October 02, 2022, 12:55:49 AM »
As others have noted, two things that stand out are the variations on racial classes, and the domain rules.

There are several books, though, and I'd love if they put out a single volume class compendium, bringing in all the classes from all the supplements.

On the negative side, they have their own take on armor class, which is a bit off-putting.  It's not hard to learn, but being used to ascending or descending from 10, switching to 0 just seems weird.

omonubi

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Re: Sell/Unsell me on ACKS
« Reply #17 on: October 02, 2022, 01:15:58 AM »
The reason *I* like ACKS is that its a sandbox for creating and running fantasy worlds. It begins like an OSR RPG, but you quickly realize there's a lot more going on underneath the hood and that the game is leading players onto bigger and better things. Characters don't just level-up, they become conquerors, and eventually kings. Want to carve out a realm of your own? Wage war against your neighbors? Become a merchant king? Research and create new monsters? New magic? Create a dynasty? Done, done, and done. Additionally, its all researched, measured, and backed-up with a lot of historical evidence, explanation, examples, and creativity.

Beyond this, its a system for creating RPGs. For example, create your own magic rules. Don't like Arcane or Divine magic? Use Eldritch magic. Don't like spell slots? Adopt spell singing/spell points; or go the ceremonial magic route. Overcasting? Check. Cantrips? Check. Corruption? Check. Oh yeah, and that's all optional. You pick and choose. And if none of that pleases you...create your own system using the rules provided. Same goes for new classes and monsters. Want to create a world where the outcome is based on the decisions you make each step of the way? Done.

Don't want any of that and just need off-the-shelf materials that are original and interesting? Guess what? Done! The Auren Empire setting is late Roman antiquity / pre-medieval, but with elements of before and after. The history is original, yet feels familiar. The pre-packaged adventures are simple to get playing, yet engaging. And there's a ton of supplemental "one-off" materials to quickly play out small encounters (remember that sand box part, above?) If you want a heroic fantasy / Tolkienesque flavor, there's a book for that. Howardian Conan-style play? There's a book for that too.

And, finally, have questions? The Patreon/Discord is awesome. The authors are always improving rules and adding new content. The community is knowledgeable and helpful.

What you might not like: Its OSR, meaning d20 vs. AC without a lot of additional mechanics. If you prefer something more bleeding edge, this game probably isn't for you. You may not prefer the race-based class system, acquisition-driven experience system, or the simplistic yet historical alignment system (law vs. chaos). If you're into mechanics like advantage/disadvantage, difficulty classes, and success levels, you won't find them in ACKS. On the plus side, this makes ACKS a game that a GM can - actually - manage in a VTT, without a ton of customization or programming needed. Its not "role play" centric, in that mechanics and rules are mainly geared around combat, magic, loot, and other material acquisition. Its up to the GM and players to build out the rest (which is, IMO, also a good thing, but you may find it lacking if your used to rules and materials that feature roleplay over adventuring.) But of course, you can always just add what you feel is lacking - the system is simple enough to make this pretty easy.

The core rules are basically FREE, so there's no reason not to give it a shot. Start simple and then "bolt on" from there.

Zelen

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Re: Sell/Unsell me on ACKS
« Reply #18 on: October 02, 2022, 03:01:40 AM »
The core rules are basically FREE, so there's no reason not to give it a shot. Start simple and then "bolt on" from there.

Where are the free core rules? I looked and only saw two main books and both were $10/ea, which is quite reasonable but I'd like to peruse a starter set or overview before buying.

rhialto

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Re: Sell/Unsell me on ACKS
« Reply #19 on: October 02, 2022, 06:57:40 AM »
The core rules are basically FREE, so there's no reason not to give it a shot. Start simple and then "bolt on" from there.

Where are the free core rules? I looked and only saw two main books and both were $10/ea, which is quite reasonable but I'd like to peruse a starter set or overview before buying.
I think this is what is being referenced: https://tkurtbond.github.io/ACKS/chapters/.

PulpHerb

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Re: Sell/Unsell me on ACKS
« Reply #20 on: October 02, 2022, 10:48:47 AM »
The ACKS core rules use the idea of repertoire (i.e., spells you know, without needing to do daily memorization) and a daily casting limit (i.e., spells/level/day). The Heroic Fantasy Handbook introduces variant magic systems (essentially spell points, roll-to-cast, black-white-grey spell lists). I can't speak to whatever other variants were introduced in Axioms.

The repertoire/casting limit is very similar to 3.x sorcerer. The main difference is like B/X repertoire and daily limit size are identical. However, a wizard with higher intelligence get additional spells in their repertoire equal to their intelligence bonus per level.

The other systems I mentioned are in Aryxymaraki's Almanac of Unusual Magic. All but one include design notes to use the magic system creation rules in Axioms #1. The article also includes an example of building a systems of faery magic and battlelore as examples. A separate article in the same issue includes the shaded magic rules mentioned as being in the Heroic Fantasy Handbook and a wizard class that uses them.

Axioms #18 integrates the rules for spell creation from Player's Companion and The High Fantasy Handbook into one place.

PulpHerb

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Re: Sell/Unsell me on ACKS
« Reply #21 on: October 02, 2022, 11:01:09 AM »
The core rules are basically FREE, so there's no reason not to give it a shot. Start simple and then "bolt on" from there.

Where are the free core rules? I looked and only saw two main books and both were $10/ea, which is quite reasonable but I'd like to peruse a starter set or overview before buying.
I think this is what is being referenced: https://tkurtbond.github.io/ACKS/chapters/.

Github has SRD type documents with the open source parts of several books:

Core book: https://github.com/capheind/ACKS_SRD
High Fantasy Handbook: https://github.com/atdyck/HFH_SRD

I thought there was a Player's Companion as well, but I'm not finding it.

Eric Diaz

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Re: Sell/Unsell me on ACKS
« Reply #22 on: October 02, 2022, 11:01:53 AM »
His adaption of the repertoire plus daily casting limit to B/X works quite well as a substitute for traditional memorized spells without straying too far from the base.

The eldritch magic system, his traditional D&D magic plus corruption, is the best B/X magic system out there IMHO, capturing the effects of using various dangerous magics from Tolkien, Howard, CAS, and others very well. In the magic systems supplement it is adapted to cover alchemy (where instead of corruption it is risk of toxicity) and super science (a kind of insanity) showing creativity in reskinning.

Which books are that could you elaborate in the magic systems? (repertoire plus daily casting limit)

Thanks!
The ACKS core rules use the idea of repertoire (i.e., spells you know, without needing to do daily memorization) and a daily casting limit (i.e., spells/level/day). The Heroic Fantasy Handbook introduces variant magic systems (essentially spell points, roll-to-cast, black-white-grey spell lists). I can't speak to whatever other variants were introduced in Axioms.

Awesome stuff! Just read it again an it's an interesting simplification of the Vancian system.

I haven't read the Heroic Fantasy Handbook, sounds interesting too (I wrote a book on alternative to Vancian casting in B/X, including some of these options, shoudl've read this one before to compare notes).
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Eric Diaz

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Re: Sell/Unsell me on ACKS
« Reply #23 on: October 02, 2022, 11:08:11 AM »
The core rules are basically FREE, so there's no reason not to give it a shot. Start simple and then "bolt on" from there.

Where are the free core rules? I looked and only saw two main books and both were $10/ea, which is quite reasonable but I'd like to peruse a starter set or overview before buying.
I think this is what is being referenced: https://tkurtbond.github.io/ACKS/chapters/.

Github has SRD type documents with the open source parts of several books:

Core book: https://github.com/capheind/ACKS_SRD
High Fantasy Handbook: https://github.com/atdyck/HFH_SRD

I thought there was a Player's Companion as well, but I'm not finding it.

Man that is... awesome! I've read ACKS a long time ago but never played. These high fantasy options are great. Alas, I dislike race-as-class, but other than that this seems to be almost the ideal system for me. Streamlined d20 rolls, feats, lots of options... cool AF.
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moonsweeper

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Re: Sell/Unsell me on ACKS
« Reply #24 on: October 02, 2022, 11:18:09 AM »
As others have noted, two things that stand out are the variations on racial classes, and the domain rules.

There are several books, though, and I'd love if they put out a single volume class compendium, bringing in all the classes from all the supplements.

On the negative side, they have their own take on armor class, which is a bit off-putting.  It's not hard to learn, but being used to ascending or descending from 10, switching to 0 just seems weird.

Since a given class gets a hit on a specific number (Ftr 1 w/ 16 Str  'hits' on an 8+ on a d20, for example), I up front explained it to my players as AC being thought of as a modifier to the attack roll like any of the situational modifiers. That seemed to really help them when we started using ACKS.
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PulpHerb

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Re: Sell/Unsell me on ACKS
« Reply #25 on: October 02, 2022, 11:20:54 AM »
As others have noted, two things that stand out are the variations on racial classes, and the domain rules.

There are several books, though, and I'd love if they put out a single volume class compendium, bringing in all the classes from all the supplements.

On the negative side, they have their own take on armor class, which is a bit off-putting.  It's not hard to learn, but being used to ascending or descending from 10, switching to 0 just seems weird.

Since a given class gets a hit on a specific number (Ftr 1 w/ 16 Str  'hits' on an 8+ on a d20, for example), I up front explained it to my players as AC being thought of as a modifier to the attack roll like any of the situational modifiers. That seemed to really help them when we started using ACKS.

The 2nd edition notes/proposal that was on the Patreon takes that one step further.

Everything is a target of 20. The saving throw and to hit numbers get converted to bonuses to the DC roll as well.

ZeroSum

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Re: Sell/Unsell me on ACKS
« Reply #26 on: October 02, 2022, 03:00:04 PM »
The core rules are basically FREE, so there's no reason not to give it a shot. Start simple and then "bolt on" from there.

Where are the free core rules? I looked and only saw two main books and both were $10/ea, which is quite reasonable but I'd like to peruse a starter set or overview before buying.
I think this is what is being referenced: https://tkurtbond.github.io/ACKS/chapters/.

Github has SRD type documents with the open source parts of several books:

Core book: https://github.com/capheind/ACKS_SRD
High Fantasy Handbook: https://github.com/atdyck/HFH_SRD

I thought there was a Player's Companion as well, but I'm not finding it.

Man that is... awesome! I've read ACKS a long time ago but never played. These high fantasy options are great. Alas, I dislike race-as-class, but other than that this seems to be almost the ideal system for me. Streamlined d20 rolls, feats, lots of options... cool AF.

ACKS' take on Character Classes makes a lot of sense with the idea that the standard Fighter, Mage, Thief, Cleric, etc are the standard for humans and that the demihuman cultures have their own takes on those archetypes that reflect their own natures and histories. Not Race as Class, but Racial Classes.

RebelSky

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Re: Sell/Unsell me on ACKS
« Reply #27 on: October 02, 2022, 04:26:52 PM »
I love how he did Hit Points at 0. Instead of just either being KO'd or dead at 0 HP, there is a body trauma medical check that happens when someone tries to heal/check on you. This can result in quite a few possible results. Some determining factors include how long you're down/unconscious, total damage taken that took you to 0, quality of medical training by the person checking on you, and so on. You can end up with a bruise, get a limb severed, have internal damage, or just be flat out dead. It's really cool.

Archon also takes the most logical application of Race as Class in any game. You're not just a Dwarf or Elf, but he provides multiple options of different Elf and Dwarf classes and all seem to fit the race's different cultures and trainings.

Then all his tools for making your own races, classes, monsters, and so on and you have a very good toolkit rpg.

Eric Diaz

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Re: Sell/Unsell me on ACKS
« Reply #28 on: October 03, 2022, 10:43:34 AM »
As others have noted, two things that stand out are the variations on racial classes, and the domain rules.

There are several books, though, and I'd love if they put out a single volume class compendium, bringing in all the classes from all the supplements.

On the negative side, they have their own take on armor class, which is a bit off-putting.  It's not hard to learn, but being used to ascending or descending from 10, switching to 0 just seems weird.

Since a given class gets a hit on a specific number (Ftr 1 w/ 16 Str  'hits' on an 8+ on a d20, for example), I up front explained it to my players as AC being thought of as a modifier to the attack roll like any of the situational modifiers. That seemed to really help them when we started using ACKS.

The 2nd edition notes/proposal that was on the Patreon takes that one step further.

Everything is a target of 20. The saving throw and to hit numbers get converted to bonuses to the DC roll as well.

I really like the Target20 mechanic:

http://www.oedgames.com/target20/

I've been using Target 18. Seems to work well for existing STs, skills and even combat.

https://methodsetmadness.blogspot.com/2022/09/minimalist-osr-target-18.html
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ZeroSum

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Re: Sell/Unsell me on ACKS
« Reply #29 on: October 03, 2022, 12:12:39 PM »
Personally I hope the current attack/saving throw mechanic stays instead of turning into another BAB system. Having the number you need to roll right there on your character sheet sped things up wonderfully when I was introducing the game to people who'd never played RPGs before. First level character, 10+ to hit AC 0. Easy peasy.