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Adventurer Conqueror King System vs The Lost March

Compare Adventurer Conqueror King System and The Lost March side by side. See differences in complexity, dice, genre, and more.

Adventurer Conqueror King SystemThe Lost March
GenreFantasyFantasy
TagsCrunchy, Sandbox, Domain Management, Character Building, Simulation, Dungeon Crawl, Ascending ACClassic Fantasy, Sandbox, Exploration, Hexcrawl, Dungeon Crawl, Faction Play, Domain Management, Random Character Creation, Vancian Casting, Inventory Management
Core MechanicRoll 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.A skill check rolls a pool of d6s equal to the skill level: one to five dice, plus a die for some class bonuses. Normally a 6 is a success and a 5 is a partial success. An Ability adjustment either widens the success range or adds a critical-failure range on the lowest faces. Settlement, wilderness and combat checks are opposed by the referee's dice, where equal results cancel and a partial success downgrades a full one. In combat, successes and partial successes are assigned to attack or defend. A hit deals the weapon's maximum damage on a success or its minimum on a partial success.
Diced20d6 dice pool
ComplexityHighLow
AvailabilityPaidFree core rules
Runnability4 of 5 book tools4 of 5 book tools
LicenseAll Rights ReservedProprietary
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherAutarch LLCFausto Botta
Year20242025
LanguagesEnglishEnglish
Best ForGroups 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 long old-school sandbox campaign that turns treasure into faction rank, training and eventually conquered land.
HighlightsDetailed 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
  • There are no hit points: wounds lower Ability scores directly, so an injured character can carry less treasure home.
  • The lawful factions sell ranks and months of training for gold, so treasure replaces experience as the advancement currency.
  • Each exploration turn, the referee secretly rolls hazard dice sized by difficulty (1d6 on plains, 3d6 in swamps), and each 5 or 6 adds a complication or an encounter.
Considerations540+ page rulebook is intimidating, tightly coupled subsystems, fantasy-only with narrow genre support, very high GM prep for domain-level play
  • Dice resolve only a set of defined checks, so players usually get past traps and puzzles by describing what their characters do rather than by rolling a skill.
  • Wounds normally heal at one Ability point per day of rest, and ten or more days of healing cost a month of training.
  • Characters begin as agents of a supremacist colonial reconquest, a premise the book states openly and asks the referee to expose through play.