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Post by mao on Jan 14, 2018 11:50:42 GMT -5
The rules are like $5 on Lulu was wondering what they were like?
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Post by Admin Pete on Jan 14, 2018 13:05:32 GMT -5
The rules are like $5 on Lulu was wondering what they were like? What is AKRS? I googled it but nothing came up. What do the initials stand for?
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Post by mao on Jan 14, 2018 13:10:06 GMT -5
AKRS= OD&D CLONE < OFF THE TOP OF MY HEAD I DONT KNOW WHAT IT MEANS< OTHER THAN THE K is Knights, I actually was only interested because it was $$.50
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Post by Admin Pete on Jan 14, 2018 13:40:10 GMT -5
AKRS= OD&D CLONE < OFF THE TOP OF MY HEAD I DONT KNOW WHAT IT MEANS< OTHER THAN THE K is Knights, I actually was only interested because it was $$.50 Can you post a link to it on Lulu?
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Post by mao on Jan 14, 2018 13:44:21 GMT -5
AKRS= OD&D CLONE < OFF THE TOP OF MY HEAD I DONT KNOW WHAT IT MEANS< OTHER THAN THE K is Knights, I actually was only interested because it was $$.50 Can you post a link to it on Lulu? Will do, but there was no write up on it at all
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Post by mormonyoyoman on Jan 15, 2018 8:07:28 GMT -5
There's no listing on Lulu this morning. I wonder if it was a typo?
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Post by Admin Pete on Jan 15, 2018 9:18:14 GMT -5
There's no listing on Lulu this morning. I wonder if it was a typo? Yeah, I could not find anything either.
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Post by randyb on Jan 15, 2018 9:33:38 GMT -5
Perhaps ACKS? Or not?
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Post by mao on Jan 15, 2018 9:57:34 GMT -5
I looked all through my bookmarks yesterday but could not find the link again, sigh, I was going to buy it but.......
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Post by mormonyoyoman on Jan 15, 2018 10:57:34 GMT -5
Alaskan Rifle Systems?
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Post by mao on Jan 15, 2018 11:14:14 GMT -5
Arcane Radiation Syndrome
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Post by Admin Pete on Jan 15, 2018 14:13:15 GMT -5
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Post by sixdemonbag on Jan 15, 2018 16:19:10 GMT -5
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Post by Bandersnatch on Jan 20, 2018 15:53:10 GMT -5
The ACKS SRD is free, and open-source on Github thanks to the OGL: github.com/capheind/ACKS_SRDand github.com/bluetyson/ACKS_SRDIt's a B/X clone with an emphasis on domain-management at high levels. I prefer the original Moldvay/Cook but it looks solid, nonetheless. One of the co-authors, Greg Tito, works for WotC and hosts a podcast and live-stream on the official DND twitch channel: Are there any features of note for the domain-management system?
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Post by Mighty Darci on Feb 10, 2018 10:08:53 GMT -5
Does anyone know if this is worth downloading?
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Post by randyb on Feb 10, 2018 11:10:33 GMT -5
Does anyone know if this is worth downloading? I'd recommend it. Tastes may vary, but give it a look.
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Post by Mighty Darci on Feb 10, 2018 12:14:59 GMT -5
Does anyone know if this is worth downloading? I'd recommend it. Tastes may vary, but give it a look. Thank you, I will!
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Post by Hexenritter Verlag on Feb 11, 2018 0:52:40 GMT -5
ACKS is a good game, my only issue is the no Halfling but that is a quibble, because they are adding it to their spinoff game. I love their travel rules.
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Post by mormonyoyoman on Feb 11, 2018 0:59:20 GMT -5
In its focus, it reminds me strongly of the glimpses we've seen of Arneson's game, which has been referred to as the First Fantasy Campaign, Blackmoor, and Beyond This Point Be Dragons.
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Post by The Master on Feb 11, 2018 15:49:23 GMT -5
In its focus, it reminds me strongly of the glimpses we've seen of Arneson's game, which has been referred to as the First Fantasy Campaign, Blackmoor, and Beyond This Point Be Dragons. Sounds like it is well-worth taking a look at.
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Post by sixdemonbag on Feb 28, 2018 16:21:54 GMT -5
The ACKS SRD is free, and open-source on Github thanks to the OGL: github.com/capheind/ACKS_SRDand github.com/bluetyson/ACKS_SRDIt's a B/X clone with an emphasis on domain-management at high levels. I prefer the original Moldvay/Cook but it looks solid, nonetheless. One of the co-authors, Greg Tito, works for WotC and hosts a podcast and live-stream on the official DND twitch channel: Are there any features of note for the domain-management system? Sorry, I missed this question. I haven't read it myself, but check out Chapter 7. According to the ToC, it has most of the details.
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Post by Bandersnatch on Mar 10, 2018 21:46:57 GMT -5
Are there any features of note for the domain-management system? Sorry, I missed this question. I haven't read it myself, but check out Chapter 7. According to the ToC, it has most of the details. Quite a bit of info, it will take a while to digest it all.
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Post by bestialwarlust on Jul 17, 2018 17:05:56 GMT -5
Missed this when it was first posted. I've been running an ACKS game for a while now here's some of the hightlights.
It's not really an od&d clone per say it's based more on Moldvay/Cook B/X books. With an expanded domain system (which is something that was added in classic D&D with the Mentzer companion rules). Think of ACKS as the B/X version of the Rules Cyclopedia -- this is where TSR complied all the Menzter books Basic, Expert, Companion and Masters into one volume and added some additional things.
It does class as race so the elf and dwarf are are class in and of themselves with two addition elf and dwarf classes and there are no halflings in the core rules. Instead there is a new class to fill it's spot - the Explorer. All of the human class cap out at level 14 while the dwarf caps at 13 and elf cap out at 10.
It has the four core classes -- fighter, mage, thief and cleric; expanded "campaign" these are optional classes assassin,explorer,bard,blade dancer and deminuman classes - elven spellsword (fighter/magic user), elven nightblade (fighter/magic user/thief), dwarven vault guard (fighter) and dwarven craftpriest (cleric). Mage spells go to level 6 and cleric to 5. Past that the level 7-9 for mage can only be cast as ceremonies same for cleric spells above level 5.
It uses an ascending AC however your AC starts at 0 and works it's way up from there.
I'll post more later.
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Post by bestialwarlust on Jul 17, 2018 19:23:30 GMT -5
Proficiencies -- These are the newest and biggest addition they are small ways to add mechanical differences ( for those that need or like this) to make a character mechanically distinct. I say that because I don't think you need mechanics for that but many players seem to need this. Anyway every class gets access to general proficiencies and class every few levels. Proficiencies are almost a combination of skills and feats not as fiddly in fact the whole game can be played without using these and it won't harm the game one bit. All characters have the adventuring proficiency for free:
Adventuring (G): The character is well-equipped for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry. All player characters are assumed to have Adventuring for purposes of the proficiency throws of standard adventuring tasks.
here's an example of a class specific proficiency
Battle Magic: The character gains a +1 initiative bonus when casting spells. He is considered 2 class levels higher than his actual level of experience for purposes of dispelling magic or penetrating a target’s magic resistance.
Vancian magic-- the mage class still goes by a number of spells per day. However they don't have to memorize spells instead they have two sources of their spells -- spell book where they keep all of the spells they know and their spell repertoire -- the number of spells they have available to cast.
ARCANE SPELL REPERTOIRE -- Arcane spellcasters have only a limited repertoire of spells. The base number and level of spells in an arcane spellcaster’s repertoire is equal to the number and level of spells he can cast per day. The number of spells of each level in the repertoire is increased by the caster’s Intelligence bonus. For instance, a 3rd level mage is able to cast two 1st and one 2nd level spell per day. His repertoire is two 1st and one 2nd level spells. If he has 16 INT (+2 modifier), then his spell repertoire is increased to four 1st level and three 2nd level spells.
So while a mage may have 10 first level spells in his spell books -- a 3rd level mage with no Int bonus must choose which two first level he has prepared and studied for casting. If the mage wishes to have different first level spells he must take time and money to swap spells out of his repertoire.
For flavor instead of impressing a spell into his mind like a vancian mage an ACKS mage "For an arcane spellcaster to have a spell in his repertoire, he must keep track of complex astrological movements and star signs that are constantly changing; he must daily appease various ghosts and spirits that power certain dweomers; he must remember and obey special taboos that each spell dictates. All of these strictures, and they are many, can vary with the season, the lunar cycle, the caster’s location, and more."
more to come
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Post by bestialwarlust on Jul 18, 2018 18:44:01 GMT -5
Here's a clarification to the above on spells:
• A spell repertoire is the set of spells that an arcane caster is capable of casting. The size of a caster’s spell repertoire is limited by his class, level, and ability scores.
• A spell book is the set of spells that an arcane caster could have in his repertoire. There is no limit to the size of a caster’s spell book.
Combat This is handled the same as standard d&d combat there are a few exceptions firstly cleaving all classes (except mages) have the capability to do this no feats or skills required it's baked into the system. If you drop an opponent and there is another one within 5' you may attack that target. You can do this as long as there is a target within 5'. Fighter characters may make a maximum number of cleave attacks per round equal to their Hit Dice. Clerics, thieves, and other characters that use the cleric/thief attack throw progression may make a maximum number of cleave attacks per round equal to half their Hit Dice (rounded down). This makes fighters very dangerous as it isn't limited by a target's HD. So if a fighter kills an ogre and there's another next to it then the fighter gets an additional attack against that ogre.
One thing to point out that I missed above concerning classes fighter gain a damage bonus based on level and it increases by one point every few levels. Fighters are almost walking AoE spells.
Next up Mortal Wounds.
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Post by bestialwarlust on Jul 18, 2018 20:00:43 GMT -5
Mortal wounds HP are as standard d&d where this version differs is when your HP are at 0 or less. If you're familiar with Warhammer fantasy rpg and it's concept of critical damage after 0 wounds this is something similar. When your character drops to 0 or less hp you don't necessarily immediately nor do you lose hp per round. Instead you roll on the mortal wounds table. You roll a modified d20 to determine your condition and a d6 to determine if you suffer any permanent wounds. I like this concept as it keeps HP abstract to represent fatigue, minor wounds, etc... and then once you hit 0 that's when your luck has run out. Once you're in mortal wounds territory healing spells work a bit differently instead of healing HP a healing spell will just add a modifier to your d20 mortal wounds roll here's an example from the book:
Marcus, a fighter with 36 hit points and 18 CON, is reduced to -12 hit points by dragon breath. His ally Balbus arrives the next round and casts cure serious wounds on him. Marcus now rolls on the Mortal Wounds table. His d20 roll is modified by -2 (because his hp are at a negative value greater than ¼ his maximum hit points) +4 (from cure serious wounds) +2 (treated within one round of injury) and +3 (modifier for 18 CON) for a total adjustment of +7. He rolls a 13, modified to 20, indicating that he in shock. He is at 1hp and needs magical healing and a night’s bed rest to recover. His d6 roll is a 3, indicating that he has suffered notable scarring. He and the Judge agree that this represents severe burns from the dragon’s fire.
How I like to use this table is I don't have a player roll on the mortal wounds table until the end of combat. This keeps everyone wondering is the character dead or not.
Another fun table that adds to the game imo is the tampering with mortality table. This is used when a character is raised from the dead so now instead of death being an inconvenience, being raised can have consequences, When you're raised from the dead you don't come back right. Like the Mortal wounds it uses a modified d20 to determine the success of the raise spell as well as a d6 to determine what side affects you come back with. So let's say your modified d20 results in a roll of 10 -- Your life and limb are restored, but with weird, lingering effects. You need 14 + 1d20 days of bed rest. Then your d6 roll comes up a 1 so you gain this side effect -- Your soul is marked and all extraplanar beings wish you dead, targeting you over your allies. Every week, there is a 1 in 6 chance an invisible stalker will be sent to destroy you.
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Post by Hexenritter Verlag on Jul 19, 2018 0:14:00 GMT -5
Wow! Great posts bestialwarlust, I'll definitely be reading my ACKS PDFs in my depth & may even buy the physical books eventually. You earned an exalt!
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