Adventurer Conqueror King System vs SAKE
Compare Adventurer Conqueror King System and SAKE side by side. See differences in complexity, dice, genre, and more.
| Adventurer Conqueror King System | SAKE | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Crunchy, Sandbox, Domain Management, Character Building, Simulation, Dungeon Crawl, Ascending AC | Crunchy, Modular, Domain Management, Sandbox, Ship-Based, Faction Play, Roll to Cast, Skill-Based |
| 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 d20 + Skill Ranks + attribute modifier against a Difficulty Level. Characters are built with a point-buy system using Experience Points to purchase Skill Ranks, abilities, Health Points, and spells. In combat, the attacker rolls d20 + Attack against the defender's d20 + Parrying, with weapon damage reduced by armour's Damage Reduction. Sorcery uses Spellpoints and is divided into six schools, each with its own risks: failed casting rolls can trigger consequences from exhaustion to madness to summoning hostile spirits. |
| Dice | d20 | d20 |
| Complexity | High | Very High |
| Availability | Paid | Free quickstart |
| Runnability | 4 of 5 book tools | 5 of 5 book tools |
| License | All Rights Reserved | All rights reserved |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Autarch LLC | Seventh Son Publishing |
| Year | 2024 | 2025 |
| 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 a comprehensive sandbox toolkit that seamlessly blends traditional adventuring with domain-level strategy: managing kingdoms, trading across oceans, waging wars, and navigating a detailed early-modern caste society. |
| 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 | Four modular systems (Adventuring, Sorcery/Otherworld, Domain/Warfare, and Trade/Seafaring) each function independently and integrate with the others. Domain management operates through quarterly Domain Turns with taxes, construction, random events, espionage, and faction politics. Overseas trade system models supply, demand, and piracy across a mapped world with named trade regions and goods. Magic carries real consequences: learning spells risks madness, and failed castings can summon hostile spirits or damage the caster's soul. |
| Considerations | 540+ page rulebook is intimidating, tightly coupled subsystems, fantasy-only with narrow genre support, very high GM prep for domain-level play | 590-page rulebook requires significant reading investment before play, even with modular adoption. Character creation can take several hours for first-time players. The default setting (Asteanic World) is deeply integrated into many rules: the caste system, trade routes, and political factions assume that setting. |