Why not play an easier game?
Well, the statement is a bit deceptive, since ACKS is a simple game. Just because the books are filled with domain management rules does not mean the "core game loop" is huge. There is no real difference between ACKS and B/X when you are playing at the table.
Can't we play Old School Essentials and have the same game, just with fewer pages? While OSE does a "5E replacement" perfectly and gives you tons of character options that mirror that game (Tieflings, Dragonborn, etc.), ACKS is a better game if you want greater detail inside your character. OSE characters can feel "too basic" without an add-on, such as Into the Wild, and the basic fighter is a bit plain and uninteresting without a few optional rules printed in fanzines.
And given the "game play loop" in OSE and ACKS is identical, I will go for the game with the greater level of depth each time. Unless I have players wanting those 5E race options and that D&D 4E style world, ACKS II will be the more in-depth game with the better and more satisfying characters (without GURPS in the discussion, and if the players wants a d20 game).
In ACKS, you get the "real fighter." The game does not go overboard with layers of extra detail, but you get the best to-hit, cleave, and a flat damage bonus that goes up as you level. All characters gain proficiencies, and this skill system defines the game just like a feat system did in 3.5E. There is a chart laying out which ones you get on which level in each class, and also, each character gets four "training slots" available with extra study.
ACKS does have class design, and is race-as-class, so if you really wanted that Dragonborn or Tiefling you could develop a custom class in ACKS for them. It is not that hard. They have special ability lists for custom race-as-class options pages long in the Judges Journal.
Without having to add Into the Wild, the Carcass Crawler zines, or any other optional rules to the game - you have a solid core system that does not need tweaking and modification. In fact, ACKS II is the second edition of a game that has been play tested for over 10 years, so the rules are solid and work extremely well - in everything from characters to domain management. ACKS II is just about as solid of a game you can buy, with nothing else needed, no list of special mods, and you are not explaining your custom hacks to your game to anyone.
You are not buying third-party fixes or Kickstarter domain-play rules that weren't tested and shipped broken. This game is tested and works, and you don't need to keep spending money to constantly repair the game like you do in 5E. Playing basic OSE is fine, but if you want better character depth and classes with some meat on the bones, and you do not want to mod the game, ACKS is by far the better choice.
If I were playing with more casual players, and "small books" were a requirement? Sure, I would choose OSE or Shadowdark for such a group, we need to play to the audience. I am not forcing a game the size of encyclopedias on a casual gaming group unless they were really into it.
For a years-long game that goes into domain management? ACKS will deliver the better experience for an epic-scale campaign, and you won't need to keep spending money to fix the game or add options along the way. As a "complete and well-tested" game, ACKS will beat out every other B/X-based competitor.
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