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C&C - Maybe A Dumb Question but . . .
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<blockquote data-quote="SavageRobby" data-source="post: 3654003" data-attributes="member: 51573"><p>The biggest draw for me of C&C over pure 1E or 2E is that C&C is simpler and more elegant, while retaining what I liked most about those versions (and I should say mainly 1E - I didn't get too much into 2E). And because of its simplicity and elegance, it is pretty easy to slot in any additional rules or subsystems without unintended consequences. I find that more difficult to do with 1E, with its many more arbitrary subsystems and charts and all.</p><p></p><p>And so it is easy to slot in subsystems from any D&D edition, including 3x rules and even BECMI. Not only that, but I've found I can add things from other game systems as well - for example, I'm using some combat rules and modifiers from Savage Worlds, as well as a version of their Hindrances. </p><p></p><p>Also, C&C combat is a bit more streamlined than 1E, with 10 seconds rounds (not 1 minute), simplified spell casting times and clearer init rules. C&C also lacks AC/weapon adjustments, weapon speed factor and even weapon damage by size. Plus combat mods are easier with a more 3x-like Base Attack Bonus, with monsters simply using their HD as their BAB.</p><p> </p><p>One other reason for using it over 1E or 2E, albeit a minor one: C&C is in print. For someone that has older D&D stuff, that might not be a big deal, but for getting new players on board, that $13 PHB at Amazon looks pretty attractive.</p><p></p><p></p><p></p><p>To be fair, on the flipside, the simplicity of the system comes at a price that some people (especially after getting used to 3x and its rules for, well, everything). There are less rules, which means more adjudication and discretion by the DM. (Something shared with older versions, but with far less confusing and/or contradictory rules. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) For example, there is a current thread at the Troll Lords board about armor class and magic items and stacking; there are no explicit rules about how they can all stack. So, you gotta trust your DM.</p></blockquote><p></p>
[QUOTE="SavageRobby, post: 3654003, member: 51573"] The biggest draw for me of C&C over pure 1E or 2E is that C&C is simpler and more elegant, while retaining what I liked most about those versions (and I should say mainly 1E - I didn't get too much into 2E). And because of its simplicity and elegance, it is pretty easy to slot in any additional rules or subsystems without unintended consequences. I find that more difficult to do with 1E, with its many more arbitrary subsystems and charts and all. And so it is easy to slot in subsystems from any D&D edition, including 3x rules and even BECMI. Not only that, but I've found I can add things from other game systems as well - for example, I'm using some combat rules and modifiers from Savage Worlds, as well as a version of their Hindrances. Also, C&C combat is a bit more streamlined than 1E, with 10 seconds rounds (not 1 minute), simplified spell casting times and clearer init rules. C&C also lacks AC/weapon adjustments, weapon speed factor and even weapon damage by size. Plus combat mods are easier with a more 3x-like Base Attack Bonus, with monsters simply using their HD as their BAB. One other reason for using it over 1E or 2E, albeit a minor one: C&C is in print. For someone that has older D&D stuff, that might not be a big deal, but for getting new players on board, that $13 PHB at Amazon looks pretty attractive. To be fair, on the flipside, the simplicity of the system comes at a price that some people (especially after getting used to 3x and its rules for, well, everything). There are less rules, which means more adjudication and discretion by the DM. (Something shared with older versions, but with far less confusing and/or contradictory rules. :) ) For example, there is a current thread at the Troll Lords board about armor class and magic items and stacking; there are no explicit rules about how they can all stack. So, you gotta trust your DM. [/QUOTE]
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