View Full Version : Is there an ACKS ruleset? Or an OSRIC ruleset that works with it?
mattcolville
November 13th, 2013, 08:34
I'm reading ACKS and I'm pretty keen on it. It's got classic stuff like the AD&D saving throws, but AC goes up and there's attack bonuses instead of THAC0. Is there a good ruleset for this?
damned
November 13th, 2013, 12:00
https://www.fantasygrounds.com/store/product.xcp?id=DGA045
Ok, ok, its got everything you just mentioned.
mattcolville
November 13th, 2013, 19:49
Hmm...I will pick it up! Thanks!
Trenloe
November 13th, 2013, 19:58
Lots of adventures and supplements available too: https://www.fantasygrounds.com/store/?search=&sys=5&pub=-1&typ=-1&x=3&y=20&sort=1
The C&C ruleset is getting a major update for FG 3.0 too - don't let that stop you getting it now though, you will get a free upgrade when FG 3.0 gets out of beta (or you can use it in the beta form now if you want).
JohnD
November 13th, 2013, 21:00
C&C v3.0 is da bomb, yo.
mattcolville
November 13th, 2013, 22:34
What's cool about it? Gimme a rundown.
damned
November 14th, 2013, 02:06
well - the number one thing is that it absolutely retains that old school / 1e feel.
i started playing C&C because it was the best old school ruleset available in FG - hands down.
if your experience is with becmi/1e/2e/od&d you will pick this up in no time.
is it earth shatteringly cool or different? no. it just works and feels right.
gary gygax was working with the Trolls on this and other stuff at the end.
core character classes (13) only.
core player races (7) only.
increasing armour class but exactly the same principle.
saving throws are 100% ability based - in fact they have a defined mechanic for resolving almost every situation using a Siege Check which is an ability based check using 2 or 3 prime abilities and the rest as secondary. very simple but really works well - and if you want to tweak it you can so easily. lower targets, tertiary skills etc. as characters go up levels they get a +1 modifier per level, attribute bonuses are also added.
it flows really nicely - dont need to resort to table after table of rules.
you only need 2 books (incuded in ruleset) Players Handbook (actually contains all the GM rules too) and Monsters & Treasure.
there is another volume (not available in FG) called the Castle Keepers Guide which is full of optional rules and suggestions.
mattcolville
November 14th, 2013, 05:19
I've followed C&C for a while, I feel like I have a pretty good idea what it's about, I was asking more what made the V3 ruleset "da bomb."
JohnD
November 14th, 2013, 12:24
Did I get the vernacular right?
I am relatively new to C&C myself but it captures the feeling of "old school" well, with adjustments that make sense. If you like to use AD&D and 2e adventure content like I do, your prep time is greatly reduced because it is almost a straight 1:1 conversion and what isn't is real intuitive to adjust.
You won't have 25 race variants to worry about or 60 classes to figure out what works and what is overpowered (unless you want to I suppose).
Running a game is very straightforward as well... much less of a load on the DM (or CK) side.
Trenloe
November 14th, 2013, 15:55
I was asking more what made the V3 ruleset "da bomb."
Most of the old-school FG rulesets available don't make use of recent FG functionality developments and so feel a bit dated when you compare them with the mainstream FG rulesets - this includes the 2.9.4 C&C ruleset. However, in FG 3.0 (coming to the end of beta now) the C&C ruleset has been built on top of the CoreRPG ruleset to take advantage of recent FG functionality. It has also been given an overhaul by some of the community developers and SmiteWorks and so is very much up-to-date, powerful and feature rich. It really is the go-to ruleset for old-school/0E/1E gaming...
mattcolville
November 14th, 2013, 16:50
Sweet!
JohnD
November 14th, 2013, 18:12
I particularily like that the ruleset is much more open to House Rules than Pathfinder for example... I know you can use House Rules in PF but you're doing so in place of an existing rule more often than not... in C&C it is pretty streamlined so you can get as complicated or basic as you want to suit your game.
The v3.0 ruleset in FG is a huge leap forward for functionality.
One thing it doesn't have so far (unless I'm missing something) is the spell functionality. On one hand that's good if, like me, you have 100s of spells from AD&D and 2e that didn't survive the move forward in editions and want to use them, essentially 95% unchanged in your game.
I hear effects are now available, but haven't seen them work yet in C&C.
jshauber
November 19th, 2013, 17:42
Effects are now in C&C but are only created by the GM. This makes it kind of frustrating as a player as I would like to create all the effects of my cleric spells to be applied as needed when cast.
Having effects for any game is, I think, a big step forward in making life for GMs and players much easier. Allows you to focus on game play and not having to remember what effects are in play for how long.
I mean aren't we using the computer to make life easier in the first place....
JohnD
November 19th, 2013, 21:26
It would be nice if a C&C effects module was made available for download.
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