Tav_Behemoth
First Post
Rilvar, there are lots of folks out there posting about using Adventurer Conqueror King. Here's one of mine that's focused on a house rule I use, and here's a report from a player in that session. By far the biggest source of play reports using the system is Louisville D&D which has posted 43 session summaries so far! Reviews are collected here if that's your thing.
The ACKS rules are thorough and reflect a lot of experience playing 3E - Greg and I were in a campaign from 1st to 23rd level together, I ran another he was in from first to 11th, and Alex has run several complete 3E campaigns, some concurrent with designing ACKS. However, while the basic pricing of weapons and mercenaries and strongholds could translate fine to use ACKS with 3E, you'd need to do some careful adaptation to allow the kind of 3E magic item crafting that your group may be attached to. My sense is that allowing PCs to make and sell magic items is going to be problematic for any attempt to do a consistent economy with a 3E base, and I hear from friends who played through Paizo's Kingmaker AP that this was where its strategic-level play broke down - according to them, there was no reason to build any building that wasn't devoted to churning out magic items. However it sounds like they had a lot of fun in that campaign nonetheless, you might do well to check out Kingmaker!
Another system I'd recommend highly is An Echo, Resounding. It doesn't try to do a complete top-to-bottom economy like ACKS, so it's more flexible - similar Primal Order, you can stick it on top of wildly different rules and have it work out OK. Here's one review, and this one makes an explicit comparison to ACKS that'd help you decide which is right for your table.
The ACKS rules are thorough and reflect a lot of experience playing 3E - Greg and I were in a campaign from 1st to 23rd level together, I ran another he was in from first to 11th, and Alex has run several complete 3E campaigns, some concurrent with designing ACKS. However, while the basic pricing of weapons and mercenaries and strongholds could translate fine to use ACKS with 3E, you'd need to do some careful adaptation to allow the kind of 3E magic item crafting that your group may be attached to. My sense is that allowing PCs to make and sell magic items is going to be problematic for any attempt to do a consistent economy with a 3E base, and I hear from friends who played through Paizo's Kingmaker AP that this was where its strategic-level play broke down - according to them, there was no reason to build any building that wasn't devoted to churning out magic items. However it sounds like they had a lot of fun in that campaign nonetheless, you might do well to check out Kingmaker!
Another system I'd recommend highly is An Echo, Resounding. It doesn't try to do a complete top-to-bottom economy like ACKS, so it's more flexible - similar Primal Order, you can stick it on top of wildly different rules and have it work out OK. Here's one review, and this one makes an explicit comparison to ACKS that'd help you decide which is right for your table.
Last edited: