As an inveterate tinkerer, I’ve developed a ton of house rules for ACKS over time. Here are the substantial ones collected in a single page, with ‘minor’ tweaks included below in the comments. (Custom classes have their own summary page.)
Arcane Spell Progressions: I’ve tweaked the arcane spell progressions somewhat:
- Arcane 4 Progression (‘Standard’ Mage)
- Arcane 3 Progression (Specialist Mages)
- Arcane 2 Progression (Half-Blood Spellsword)
- Arcane 1 Progression (And the Unlock 8th version for Venturers)
(XP costs have also been tweaked for Arcane 1/2/3 Values.)
Divine Spell Progressions: I’ve also adjusted the divine spell progressions, getting rid of that weird ‘bump’ at 6th level for clerics:
- Divine 4 Progression (Witch, Cultist/Priestess)
- Divine 3 Progression
- Divine 2 Progression (Cleric, Shaman, Druid, Bladedancer, Purloiner)
- Divine 1 Progression (Beastlord, Valkyrie/Shieldmaiden)
Divine Spell Repertoire: Divine casters in my campaigns have a limited spell repertoire. The base number of spells in a divine caster’s repertoire is equal to the number of spells he can cast per day at each spell level, modified by the caster’s Wisdom bonus. A divine caster can change his spell repertoire (for free) when he prays each day, swapping for other selections from his class list.
Thievery Skills: The Thievery Skills table (ACKS Core Rules p.23) is revised as follows:
There are adjustments to a few non-Thief proficiencies as well:
Missile Attacks into Melee: When shooting into melee, the character can either shoot wildly (roll normally to hit, target is determined randomly by referee) or take an aimed shot. Aiming allows the attacker to select his target, but the attack throw is made with a a -4 penalty. If a natural 1 is rolled on the attack throw, the shot hits an unintended target (selected by the referee).
The Precise Shooting proficiency is revised as follows:
Precise Shooting: This proficiency reduces the missile attack penalty against opponents engaged in melee by 2. In addition, the character will not hit unintended targets when taking an aimed shot, even on a roll of natural 1. Selecting this proficiency a second time eliminates the missile attack penalty entirely.