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LAST CHANCE: Lairs & Encounters: Monster Lairs, Wilderness Rules, Monster Creation
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<blockquote data-quote="Badwe" data-source="post: 6769627" data-attributes="member: 61762"><p>Just wanted to reply to this and add my own 0.02.</p><p></p><p>I have played ACKs extensively for about 2.5 years in a play-by-post. It is by far my favorite old school rules settings.</p><p></p><p>But maybe you have your own favorite and you're not ready to convert. No problem, this book, and many of the ACKs books (which you can acquire a collection of at higher tiers of this KS) can be useful to you. Many of the subsystems are easily ported to other systems and used. Using ACKs systems allows you to do things like let players own land, create mercantile trade missions, conduct magical research, attract a congregation, or raise armies to go to war and gain XP in the process!</p><p></p><p>I have successfully converted Labyrinth Lord adventures (mostly Dyson's Delves) to ACKs for use in my campaign, and so conversion in the opposite direction is trivial. Here are some basic bits of information you need to know in order to use ACKs content in your game:</p><p></p><p>1) AC starts at 0 and is ascending. This means you can convert to later-day AC systems by adding 10, or to older THACO style by subtracting the listed AC from 9.</p><p></p><p>2) The game assumes 1GP looted and brought back to civilization = 1XP. This tends to be fairly universal among systems that grant XP for treasure, with the exception of Lamentations of the Flame Princess which would need to calculate all treasures as though 1GP were 1SP.</p><p></p><p>3) The game assumes a fighter needs 2000xp to level up and that 4/5ths of it will come from recovering treasure. If your target system doesn't use GP=XP systems, you can either multiply XP values of monsters in ACKs products by 5, or figure out the ratio of 1600gp to expected wealth of a character at level 1. Use that ratio to size up or down treasure hoards listed in ACKs products, and then either grant that much XP, or XP at a ratio of 2000 to how much a character needs (ie: if level 1 characters need 1000XP to level up, you can assume 2GP = 1XP if you wish to use that system.</p><p></p><p>4) ACKs goes up to level 14. While many D&D games claim to go up to 20, in practice most of them rarely go past 12 and don't work so well when they do. Thus, you can either try to create a ratio, or just run things as is and either stop at 14 or extrapolate.</p><p></p><p></p><p>I encourage anyone curious to give the game a try, and especially check out this kickstarter, which offers a product that any OSR player should be able to seamlessly make use of with minimal modifications, and possibly check out ACKs full time if you like what you see!</p></blockquote><p></p>
[QUOTE="Badwe, post: 6769627, member: 61762"] Just wanted to reply to this and add my own 0.02. I have played ACKs extensively for about 2.5 years in a play-by-post. It is by far my favorite old school rules settings. But maybe you have your own favorite and you're not ready to convert. No problem, this book, and many of the ACKs books (which you can acquire a collection of at higher tiers of this KS) can be useful to you. Many of the subsystems are easily ported to other systems and used. Using ACKs systems allows you to do things like let players own land, create mercantile trade missions, conduct magical research, attract a congregation, or raise armies to go to war and gain XP in the process! I have successfully converted Labyrinth Lord adventures (mostly Dyson's Delves) to ACKs for use in my campaign, and so conversion in the opposite direction is trivial. Here are some basic bits of information you need to know in order to use ACKs content in your game: 1) AC starts at 0 and is ascending. This means you can convert to later-day AC systems by adding 10, or to older THACO style by subtracting the listed AC from 9. 2) The game assumes 1GP looted and brought back to civilization = 1XP. This tends to be fairly universal among systems that grant XP for treasure, with the exception of Lamentations of the Flame Princess which would need to calculate all treasures as though 1GP were 1SP. 3) The game assumes a fighter needs 2000xp to level up and that 4/5ths of it will come from recovering treasure. If your target system doesn't use GP=XP systems, you can either multiply XP values of monsters in ACKs products by 5, or figure out the ratio of 1600gp to expected wealth of a character at level 1. Use that ratio to size up or down treasure hoards listed in ACKs products, and then either grant that much XP, or XP at a ratio of 2000 to how much a character needs (ie: if level 1 characters need 1000XP to level up, you can assume 2GP = 1XP if you wish to use that system. 4) ACKs goes up to level 14. While many D&D games claim to go up to 20, in practice most of them rarely go past 12 and don't work so well when they do. Thus, you can either try to create a ratio, or just run things as is and either stop at 14 or extrapolate. I encourage anyone curious to give the game a try, and especially check out this kickstarter, which offers a product that any OSR player should be able to seamlessly make use of with minimal modifications, and possibly check out ACKs full time if you like what you see! [/QUOTE]
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