1) the B/X 0e retroclone combat, exploration, etc. rules.
2) the economics of equipment availability/gaining XP from strongholds/war/magic research etc.
only #1 is really addressed by 5e. most of #2 is left intentionally vague in the 5e rules I've seen/heard of, if it's addressed at all. I think there's value to having useful tools and guidelines for jamming #2 into 5e's ruleset instead of ACK's #1.
It's something we are actively investigating but have not decided on yet.
Any news on that front?
Warder
ACKS is not D&D 5e and im happy for that.
ACKs has (at least) two distinct parts of it:
1) the B/X 0e retroclone combat, exploration, etc. rules.
2) the economics of equipment availability/gaining XP from strongholds/war/magic research etc.
only #1 is really addressed by 5e. most of #2 is left intentionally vague in the 5e rules I've seen/heard of, if it's addressed at all. I think there's value to having useful tools and guidelines for jamming #2 into 5e's ruleset instead of ACK's #1.