Adventurer Conqueror King System vs Mythras
Compare Adventurer Conqueror King System and Mythras side by side. See differences in complexity, dice, genre, and more.
| Adventurer Conqueror King System | Mythras | |
|---|---|---|
| Genre | Fantasy | Fantasy, Universal |
| Tags | Crunchy, Sandbox, Domain Management, Character Building, Simulation, Dungeon Crawl, Ascending AC | Crunchy, Tactical, Simulation, Character Building, Deadly, Sandbox |
| Core Mechanic | Roll d20 + modifiers vs. a target value for attack throws, saving throws, and proficiency throws. 18 classes across core (Fighter, Explorer, Thief, Mage, Crusader, Venturer), campaign (Assassin, Barbarian, Bard, Bladedancer, Paladin, Priestess, Shaman, Warlock, Witch), and demi-human archetypes. 110 proficiencies and 378 spells. Characters progress from adventurers to domain rulers with integrated systems for strongholds, realms, mercantile ventures, criminal syndicates, armies, pitched battles, and sieges. | Roll d100 under your skill percentage. In combat, degree of success vs. opponent determines Special Effects: tactical maneuvers like Disarm, Trip, Bypass Armor, and Bleed. Action Points govern actions per round, damage applies to hit locations. |
| Dice | d20 | d100 |
| Complexity | High | High |
| Availability | Paid | Free quickstart |
| Runnability | 4 of 5 book tools | 5 of 5 book tools |
| License | All Rights Reserved | ORC |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Autarch LLC | The Design Mechanism |
| Year | 2024 | 2016 |
| Languages | English | English |
| Best For | Groups who want a B/X-rooted OSR game that seamlessly scales from dungeon crawling to ruling kingdoms, with deeply integrated economics, domain management, and mass combat. | Groups who want gritty, tactical, and realistic combat in a skill-based percentile system, particularly for historical, mythic, or low-fantasy settings. |
| Highlights | Detailed domain and kingdom management rules, economics and mercantile systems are integrated throughout, mass combat scales from skirmishes to wars, 18 classes with quick-start templates, builds on B/X foundations | Tactical Special Effects combat system, classless skill-based progression, five distinct magic systems, adaptable to many genres, free intro version (Mythras Imperative) |
| Considerations | 540+ page rulebook is intimidating, tightly coupled subsystems, fantasy-only with narrow genre support, very high GM prep for domain-level play | Steep learning curve for combat, analysis paralysis when choosing effects, large combats become unwieldy, lengthy character creation |