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I picked this up when it was on sale for eight bucks. An excellent megadungeon, even considering its age. What I love is how it gets progressively weirder the deeper you delve.
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After playing ACKS II i started eating dog food. 5/5
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What can be said? ACKS II is truly a masterpiece of game design. The scope of this game is immense, yet all of the pieces integrate into each other seamlessly. Every rule and procedure is logical and produces satisfying results. The crowning achievement, however, is that every piece of this game is FUN! Dungeon crawling, wilderness exploration, urban exploration, thieving hijinks, construction, naval combat, monster creation, domain management, warfare, empire-building... it is all somehow seamless, logical, and fun to run and to play. This is the ultimate fantasy RPG.
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What I appreciate most about this monster book for ACKS II is that the author draws directly from original myths, fairy tales, and historical legends, rather than simply adapting monsters from older fantasy games. The book also includes rules for creating custom monsters, allowing you to recreate your favorites from other systems with fitting stats and treasure types.
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Not a humongous fan of this product. In fact it makes me a sad panda.
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The most comprehensive and solid rules I have found on an OSR game, or any D&D derivative. The usefulness density is just the highest. It really has everything you need to cover many different situations (armies? sieges? magical research? domain management? ACKS II has your back). This is as of now my main game.
Coming from 3.5 and Pathfinder, which offered many classes and archetypes over a mountain of supplements, it wasn't until this game that I was offered a satisfactory "agile cleric" in the form of the Bladedancer class that works really nice and has an identity of its own.
10/10
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This deserves to be up there right beside the AD&D 1e Dungeon Master Guide as one of the most useful books in my collection. I love the customisation rules especially and have been using them to great effect to create a custom portfolio of classes for my home campaign.
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One of my favourite ACKS supplements, only thing missing is a conversion to ACKSII, but I'll wait impatiently.
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This book opens with general gamemastering advice that’s valuable for GMs of any game system. It then moves into more detailed rules that build on the Revised Rulebook. Some of my favorite parts include the system for generating an NPC's physical appearance and the sections on terrain and settlement encounters. The highlight, though, is a comprehensive guide to creating a campaign setting—designed to offer countless sessions of fun while giving players real agency to shape their adventures.
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This is the best RPG I’ve ever read. The level of care and thought behind every rule is truly impressive. No matter what fantasy RPG you play, you’ll find something useful in this game. It’s the most comprehensive ruleset out there, with everything carefully balanced around gold pieces as a universal standard—making it hard for characters to exploit loopholes.
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Really wish these were in print format. I will purchase them again.
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The ACKS 2E rules system is a masterclass in TTRPG design. It's play-tested, instantly useable and does not require interpretation of the authors original intent.
This is B/X dungeon delving at its very finest, with excellent support systems for crafting, monster part harvesting, thieves guilds and mass combat.
It stands shoulder to shoulder with ADnD 1E as the best the TTRPG world has to offer, and no mater what system I run; both of them will be house ruled into each other from now on.
The fact that there's no player facing Appendix N takes it from 6 stars to 5 stars.
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There are very few things in life that could ever qualify as a masterpiece.
ACKS II is a masterpiece of game design.
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How do you give this magnificent game 2 stars without even giving an explanation as to why? I sense some folks are bias towards the author, and or company.
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A game with unparalleled expansiveness. You can really do it all here.
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