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Also, it's a minor issue for those who grew up with first and second edition D&D but Armor Class follows the archaic convention of "the lower the better". However, unlike D&D, AC in this game is dictated solely by equipment and protective spells. There is no adjustment from Dexterity (or Agility, in this case)- that's how primitive the mechanics are.
Without the benefit of nostalgia, it is worth contemplating whether one really wants to put up with such idiosyncracies.
Skald, meanwhile, appears to have all the old school goodness of Ultima 4 or 5 with modern day features, like quest journal, customizable classes (complete with feats a la D&D 3.0 onward), customizable party composition (if you wish, you can recruit blank slate mercenaries instead of picking up the story-based party members), and forgiving navigation (automap and overhead view help a lot).
But in the final analysis, why not both? They each have their own charms.