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How Quickly is C&C Catching on?
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<blockquote data-quote="Jackal42" data-source="post: 1966656" data-attributes="member: 23144"><p>I actually found that 3e made good DMs pull out their hair and bad DMs just changed what they didn't like and were still bad DMs, but that's just my experience and, as Akrasia says, that's all that counts when talking about how "good" your game of choice is. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>So, of course, C&C isn't going to be for everyone any more than 3e is for everyone. It's all in what you're looking for. C&C does have a rules light mechanic at its core and it does have an old school feel but there is also a lot more going for it if the above is your type of thing. Some of those things would be:</p><p></p><p>Price: It's only $20 for a saddle-stiched hard-back that has everything a player will ever need. No need to shell out lots of money for complete this or sword and this, etc.</p><p></p><p>Complete Rules: C&C answers all needed questions without trying to answer every possible question so it retains its rules light status without skipping the important questions. While it doesn't tell you what you need to roll in order to do a backflip over the orcs chasing you down a dungeon hallway (though it does go into how to handle such things on the fly) it does answer questions like how many languages a character can speak, how far you can see in different lighting conditions (as someone mentioned that above), how fast a character can move while climbing, what happens to your armor class or bonus to hit while concealed or taking cover, etc.</p><p></p><p>Great Unified Systems: Not only does C&C have only three types of rolls (combat, damage, and everything else) which keeps things really simple but the mechanics are easy to use and allow for a lot of depth. From the new encumbrance system (which is the best I've ever seen) to the siege engine itself the game does everything I've ever wanted and then some.</p><p></p><p>So as said before, the game isn't for everyone but if any of the above are for you then I'd give C&C a try. Oh, and Rycanada, if you'll post a spell from the 3.0 or 3.5 SRD here that you've always had trouble with (ie: just wished it was simpler) I'll post the C&C version (assuming there is one, but most of the SRD spells were carried over) for you to look at. And I'm pretty confident that you'll find the C&C version to be easier to read and use. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Jackal42, post: 1966656, member: 23144"] I actually found that 3e made good DMs pull out their hair and bad DMs just changed what they didn't like and were still bad DMs, but that's just my experience and, as Akrasia says, that's all that counts when talking about how "good" your game of choice is. ;) So, of course, C&C isn't going to be for everyone any more than 3e is for everyone. It's all in what you're looking for. C&C does have a rules light mechanic at its core and it does have an old school feel but there is also a lot more going for it if the above is your type of thing. Some of those things would be: Price: It's only $20 for a saddle-stiched hard-back that has everything a player will ever need. No need to shell out lots of money for complete this or sword and this, etc. Complete Rules: C&C answers all needed questions without trying to answer every possible question so it retains its rules light status without skipping the important questions. While it doesn't tell you what you need to roll in order to do a backflip over the orcs chasing you down a dungeon hallway (though it does go into how to handle such things on the fly) it does answer questions like how many languages a character can speak, how far you can see in different lighting conditions (as someone mentioned that above), how fast a character can move while climbing, what happens to your armor class or bonus to hit while concealed or taking cover, etc. Great Unified Systems: Not only does C&C have only three types of rolls (combat, damage, and everything else) which keeps things really simple but the mechanics are easy to use and allow for a lot of depth. From the new encumbrance system (which is the best I've ever seen) to the siege engine itself the game does everything I've ever wanted and then some. So as said before, the game isn't for everyone but if any of the above are for you then I'd give C&C a try. Oh, and Rycanada, if you'll post a spell from the 3.0 or 3.5 SRD here that you've always had trouble with (ie: just wished it was simpler) I'll post the C&C version (assuming there is one, but most of the SRD spells were carried over) for you to look at. And I'm pretty confident that you'll find the C&C version to be easier to read and use. :) [/QUOTE]
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