- Fighters fight. If I was less worried about general compatibility with d20 I'd man up and take away leveling attack bonuses from all the non fighter classes in Beacon too. I won't though since that compatibility is one of the design cornerstones.
- Magic is chaotic. This is great, re-purposing alignment like this and it revitalizes so many of the cleric spells and provides social consequences of magic. I missed this bit until I heard Raggi talking about it in an Atomic Array interview.
- The specialization system is great and would be easy to work with. Assuming any special skill you might need in a game requires a 1 in 6 and then allowing specialists to add pips is very flexible. (the thing I dislike most about ACKS is the long list of proficiencies/skills. I prefer adding to a short list because a long list will never be long enough or exactly fit your campaign).
- ACKS just has too much going on with core mechanics. It feels more like AD&D than D&D.
- Labyrinth Lord is great and I love what they've done with the place but I'd have to do some major renovations if I wanted to move in. Also who puts saving throws halfway through the book and not in the character section. Really.
Wednesday, February 29, 2012
Flame Princess Conqueror King
Adventurer Conqueror King (ACKS) system I picked up on Drive ThruRPG and I do like it but I have to admit that it is the Lamentations of the Flame Princess that is really drawing my attention of late. I downloaded the free (sans art) PDF a while ago and I took a quick look at it but I didn't really look at it. But lately I've been playing in a Labyrinth Lord game which is soon to be re-platformed to an ACKS game and so I've been looking at those systems. While doing that, I found myself taking another look at the LotFP rules and I have to say that I think it's the best of the three. I think that if I was going to run a fantasy game and I couldn't run Beacon I'd probably want to run LotFP and not ACKS or Labyrinth Lord. Why?