I've been mulling over the tactical effects that the Castles & Crusades rules have on combat. If anyone else has insights, please let me know.
One thing is that although a character's ability to do weird and varied things to a face-to-face opponent is reduced considerably in C&C, the overall complexity of the group's combat tactics is about as flexible as in 3.x.
There are considerable differences in how the complexity works. The introduction of facing rules means that it is more important to get behind enemies (and prevent them from getting behind you) than it is to break their line and gain flanking attacks in a wide-open melee.
This means that a coherent line of battle is more important in C&C than it is in 3E, although both systems still make it optimal to keep weaker characters protected behind the line, especially the magic using classes.
I'm still parsing out the tactical implications, of the line-of-battle and flank versus the 3E strategy of break the enemy line and use flanking attacks.
One thing is that although a character's ability to do weird and varied things to a face-to-face opponent is reduced considerably in C&C, the overall complexity of the group's combat tactics is about as flexible as in 3.x.
There are considerable differences in how the complexity works. The introduction of facing rules means that it is more important to get behind enemies (and prevent them from getting behind you) than it is to break their line and gain flanking attacks in a wide-open melee.
This means that a coherent line of battle is more important in C&C than it is in 3E, although both systems still make it optimal to keep weaker characters protected behind the line, especially the magic using classes.
I'm still parsing out the tactical implications, of the line-of-battle and flank versus the 3E strategy of break the enemy line and use flanking attacks.