![Image](https://fuuka.warosu.org/data/tg/img/0292/37/1388698861217.jpg)
There will be shitty old-school design in this review. That’s why I’ll need this:
![Image](http://miasmaticreview.mu.nu/mt-static/Christmas%20Ale.jpg)
Brief historical background for anyone who cares: In the 80s, there were a couple of different D&D rulesets released along AD&D. First, a “Basic” edition was released, which covered levels 1-3. Then “eXpert” rules came out, for levels 4-6. This was followed by Companion, Master, and Immortals rules, which took you up to level 36. The first two sets are often grouped together as B/X. To be a bit more precise, there were at least two different Basic sets released, with slightly different rules and editing because lol consistency. Today, grognards wage ideological wars over whether OD&D, AD&D, B/X D&D, or something else represents the true vision Lord Gygax espoused. Despite this, AD&D and its contemporaries are about as similar as 3.0 and 3.5, from what I can tell. Making the argument kind of pointless.
Now, I don’t really care about any of that information, and you probably don’t either. But it’s kind of important to know, because a lot of ACKS’s major design decisions stem from the fact that it grew out of a set of houserules for the writer’s B/X game. Without this background, the design decisions seem completely inexplicable. With this background, they’re just stupid and outdated.
I’m going to be upfront and say that a lot of ACKS is really cool and well-designed. I enjoy making fun of grognards as much as the next guy, but this time they did a decent job at times. In particular, the high-level game is pretty interesting. For example, wizards have rules for breeding and crossbreeding their own minions. High-level clerics get increased spell power if they have a lot of worshippers in their domain. Fighters get to raise and lead armies.
ACKS also has a tightly-designed economy that players are encouraged to interact with. It tells you how to generate trade routes and basic supply and demand systems for the setting. The equipment and hireling prices actually make sense. If you’re into that level of detail, it’s pretty neat.
For what it’s worth, I also really like the art in the book. It’s all slightly stylized black and white, and most of it is pretty evocative of sword & sorcery-type adventures.
![Image](http://img0.etsystatic.com/il_fullxfull.293449624.jpg)
But in order to use these interesting ideas, you have to suffer through too many shitty old-school rules. As we shall shortly see.
Oh, also: The lead designer of ACKS is Alexander Macris. He apparently wrote a WWII wargame a while back and is one of the founders of the Escapist.
Ch 1: Introduction
As usual, ACKS begins with a fiction piece. Like most introductory fiction pieces, it’s kind of pointless. There are a lot of proper nouns thrown at you in the first few paragraphs, which makes it difficult to follow. The basic gist is that it’s about the party convincing a bunch of lords to break away from pseudo-Rome and form their own country. Which is kind of cool, I guess. Then there’s a brief fight with ogres at the end that the characters handily win. The story takes place in Macris’s homebrew world, the Auran Empire, which is basically fantasy Rome. ACKS itself is not a setting-specific game, though. For the most part.
After the fiction, we get the standard “wut is roleplaying” spiel. None of it is new information, so let’s move on.
Ch 2: Characters
This chapter is not particularly interesting, as it contains many of ACKS’s legacy rules choices. Let’s skim through them.
Character ability scores are 3d6 in order. The game is expected to be lethal at low levels, so you’ll probably end up with a decent character by the time the gauntlet ends. Having decent ability scores is not especially useful, though. For example, Wisdom is the only ability that affects your saving throws. Besides the saving throws, Str, Dex, and Con all correspond roughly to their 3e benefits. Int affects your languages, and Cha makes you better with henchmen.
ACKS does have the old Prime Requisite rules. That is, each class has an ability listed as its Prime Requisite (Str for fighters, Dex for thieves, etc). Having a high Prime Requisite increases your XP gain by 5% or 10%.
[It is appropriate to take a drink here. Or cry. We all know that rules that increase or decrease an XP gain rate are bad. ACKS apparently does not.]
Besides the XP boost, fighters have a game mechanical need for high Str. But thieves have no special need for Dex, and clerics don’t really care about Wis. Wizards only care about Int because it increases the number of spells they know. So ability scores are not super important in ACKS.
Basic Action Resolution
Before we begin with classes, it’s probably worth noting how ACKS does AC, BAB, and saves. (Hint: It does them poorly.)
ACKS uses a weird, unholy hybrid of THAC0 and BAB. The good news is that having a higher AC is better than having a lower AC. The bad news is everything else.
Unlike any other D&D derivative that I know of, ACKS gives unarmored opponents an Armor Class of 0. Why? No one knows. Classes are then characterized by their “Attack Throw” progression, which is the number you need to roll to hit an AC of 0. This value is given in the form “10+”, indicating you need to roll at least a 10 to hit an unarmored dude, assuming you have no other relevant modifiers to your attack throw.
Is this a good system?
NO.
NO.
NO.
[I have finished my first bottle.]
It’s not as bad as THAC0, but it’s still really fucking terrible. And it’s terrible for the same reason: Sometimes lower numbers are better, and sometimes higher numbers are better. Whoever designed it should feel bad, I’ll punch them in the dick through the internet, etc. etc. etc.
For example, suppose you have a 13 Strength, which gives you a +1 modifier, and a base attack throw of 5+. Then either you take your positive Strength modifier and apply it to your attack throw, resulting in the lower value of 4+. Or, each time you make an attack roll, you add 1 to your dice result and then compare it to your attack throw. Unsurprisingly, both of those are terrible options. And because this is a D&D clone, you’ll be applying modifiers to your attack rolls all the god damn time, and you’ll need to deal with this issue each single fucking time. You also need to subtract your opponent’s armor class from your result or something and fuck I just can’t. Time to start the next bottle.
Now that that’s done with, we can move onto saves. ACKS has (I think) the same saves as AD&D:
- Petrification & Paralysis
- Poison & Death
- Blast & Breath
- Staffs & Wands
- Spells
Classes
ACKS ships with 12 classes. Four of them are labeled as “Core Classes”, four are labeled as “Campaign Classes”, and four are “Demihuman Classes”. Yes, ACKS has different classes for humans and non-humans. We drink some more here. Human classes go up to level 14. Demihuman classes have maximum levels lower than that, because level limits were everyone’s favorite part of old-school D&D, and they were universally used. [/sarcasm]
For the spellcasters, 7th, 8th, and 9th level spells show up as rituals. Which I guess I’ll talk about later.
The book never actually says what the difference between a Core class and a Campaign class is. One of the Campaign classes is lore-specific to the Auran Empire, but the others are not. So who knows.
You may have hoped that, despite the AC shittiness, ACKS is at least smart enough to give its classes a universal XP progression track. If you did, you are completely wrong. Each class gets its own XP track. So take a drink with me. I don’t think that the XP numbers are the ones used in AD&D, but I don’t care enough to check. Thieves are the fastest to progress, hitting level 14 at 680,000 XP, and mages are the slowest, hitting level 14 at 1,060,000 XP.
The Core classes are just the basic Fighter, Mage, Cleric, Thief. (They’re presented in this order because lol alphabetization. I drank here.) Because this is a retro-clone, none of them are especially complex. Each class does get to build a stronghold and start accumulating followers at level 9.
- The fighter just gets full weapon and armor proficiency, a scaling bonus to damage, and a bonus to the morale of his henchmen at 5th level. Fighters only get a hit die of 1d8, and their attack progression goes as 2/3 of their level.
- Mages get spells. At 5th, they can research their own spells, scribe scrolls, and brew potions. At 9th, they can make magic weapons and armor. At 11th, they can start using rituals, crafting magical constructs, and creating magical cross-breeds. All of which are fly.
- Clerics can turn undead (which is actually useful, unlike in 3.5). Like mages, they get magic item and construct creation. They don't get spellcasting until level 2, which is kind of interesting.
- Thieves get the standard slew of thief skills: backstab, open locks, find/remove traps, pick pockets, move silently, climb walls, hide in shadows, hear noise. Your chances of succeeding at these actions go up as you level. Initially, they can be summarized as “You fail”; by level 14, they’ve become “You succeed”. They can also read languages, but not magical writings, because fuck you. Their stealth and backstab abilities are written as vaguely as you would expect.
- Alex Macris has said online that he didn’t give the fighter any interesting abilities because it’s the most common class in the game world. And it doesn’t make sense for everyone to have special abilities. So Fighter is basically an NPC class. I took another drink at this point.
- ACKS only has spontaneous spellcasting. Clerics have access to every spell on their list, and wizards are limited to those spells in their spellbook, the maximum size of which is controlled by their level and Intelligence.
- At level 6, clerics gain access to both 3rd and 4th level spells. This made no sense to me the first time I saw it. As far as I can tell, this was a typo in one of the early “Basic D&D” games that somehow propagated all the way to ACKS because lol retroclones.
- ACKS is too old-school for standardized ability names. When introducing a class ability, it will bold some piece of the text. But that piece is not actually the ability’s name, which can make things difficult to follow. For example, the paragraph that describes mage spellcasting has as bolded text “learn and cast many powerful arcane spells”.
- Mages eventually get apprentices. This passage is kind of fun:
He will then then attract 1d6 apprentices of 1st-3rd level plus 2d6 normal men seeking to become mages. Their intelligence scores will be above average, but many will become discouraged from the rigorous mental training and quit after 1d6 months.
- As mentioned before, a thief’s Dexterity has no bearing on their ability to use thief skills.
Finally, there are the demihumans, all of which have “noun-noun” type names that make them sound like WoW classes. There’s a Dwarven Vaultguard, which is just a fighter, a Dwarven Craftpriest, which is just a cleric, an Elven Spellsword, which is a fighter-mage, and an Elven Nightblade, which is a thief-mage. All of the demi-human classes are more or less identical to their human versions, save that you get some racial bonuses at level 1. If that makes you ask, “wow, why are there racial specific classes at all, then?”, I don’t know either.
The Vaultguard has a maximum level of 13, which it achieves at 790,000 XP.
The Craftpriest has a maximum level of 10, which it achieves at 430,000 XP.
The Spellsword has a maximum level of 10, which it achieves at 600,000 XP.
The Nightblade has a maximum level of 11, which it achieves at 630,000 XP.
If you’re smarter than me, you might see a pattern to those numbers. I do not.
The chapter ends with a brief discussion of alignment. There are only three: Lawful, Chaotic, and Neutral. Law thinks that civilization is good, Chaos thinks that civilization is bad, Neutral doesn’t care. Lawful and Chaotic people might both act in heroic or villainous manners, but Chaotic societies tend to be capital E Evil.
As far as alignment systems go, it’s not terrible.
This is probably the least interesting chapter in the book, since few of ACKS's innovations directly apply to character classes. Beginning with such a dinosaur of a chapter would probably make ACKS a much tougher sell to people who did not grow up with B/X or AD&D. But that was probably not a market the writers were really trying to reach.
Next up: Intro to ACKSconomics