Melan
Explorer
I believe JRRNeiklot has shed light on something important here. Rules exist to "translate" various actions for the player characters into the context of the game system. Aside from providing mechanics for these actions, they also codify the play experience - they implicitely tell you what you can do, not just how you do it. This way, they often limit the choices available to a PC, leading to less out of the box thinking. With good players, this is not a serious issue. But I have still noticed that in my 3e games, the players focused more on actions that the rules told them they could accomplish, whereas in a game more heavily relying on DM arbitration and at-the-table judgement (such as C&C and OD&D - we played the first for months and the latter as a one-shot), they often tried crazy and unorthodox tactics because they knew I would come up with a simple solution right there... and what's more, reward these ideas with a fair chance of success.
I do not claim this is true for all gamers all of the time. But they are true for my group. The same goes for "crunchy bits" as well - I have observed that the mre of these the players have at their disposal, the more they use them to solve problems... instead of coming up with Baldrick's proverbial "cunning plan", they just use a feat or a PrC ability. As a reasonably rules-light and crunch-light system, C&C has solved the problem pretty well. The ability check mechanic, in particular, has turned out to be a very adaptable tool suitable for adjudicating very divergent problems without resorting to additional rules.
If you are a DM who likes codification and being able to refer to a book for rule calls, it is unlikely you will like C&C. If you like to wing it (like me), you should probably give it a look.
I do not claim this is true for all gamers all of the time. But they are true for my group. The same goes for "crunchy bits" as well - I have observed that the mre of these the players have at their disposal, the more they use them to solve problems... instead of coming up with Baldrick's proverbial "cunning plan", they just use a feat or a PrC ability. As a reasonably rules-light and crunch-light system, C&C has solved the problem pretty well. The ability check mechanic, in particular, has turned out to be a very adaptable tool suitable for adjudicating very divergent problems without resorting to additional rules.
If you are a DM who likes codification and being able to refer to a book for rule calls, it is unlikely you will like C&C. If you like to wing it (like me), you should probably give it a look.