“It makes good on D&D's largely unfulfilled promise to take characters from lowly insignificance to the heights of power. There are rules for building castles, establishing and ruling domains (as well as wizard's sanctums and thieves guilds), and trading -- just about anything a high-level, power-hungry fantasy character might be interested in pursuing. Adventurer, Conqueror, King is a very cleverly designed game whose rules are quite compatible with most retro-clones, particularly Labyrinth Lord, making it extremely valuable to any player or referee looking to add any of its rules to their existing campaigns. This is good stuff and well worth a look.”
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Detecting Enemies and Permanency by [value] on Sun, 2012-07-15 22:21 |
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by [value_1] Mon, 2012-07-16 07:14 |
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ACKS at Gen Con by [value] on Wed, 2012-07-11 22:15 |
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First impressions by [value] on Mon, 2012-07-09 20:42 |
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Custom Power level trade-offs by [value] on Wed, 2012-07-11 13:11 |
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[HR] New Class: The Brass Jongleur by [value] on Tue, 2012-07-10 12:51 |
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The Pricing of Magic Items in ACKS by [value] on Mon, 2012-07-09 14:16 |
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by [value_1] Tue, 2012-07-10 09:00 |
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Treasure Types, small clarification by [value] on Thu, 2012-07-05 18:18 |
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High-quality weapons (and tools) by [value] on Sat, 2012-06-30 14:07 |
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Publish ETA? by [value] on Thu, 2012-07-05 09:19 |
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XP/GP amounts in a dungeon by [value] on Mon, 2012-07-02 11:01 |
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by [value_1] Tue, 2012-07-03 13:52 |
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