A Rules Overview
The Rules: C&C was designed to be rules-light, a successor to 1eAD&D without the mish-mash of rules systems and tables.
Resolving Actions: Don't roll the dice unless it is neccessary. When it is neccessary, do the following:
Roll 1d20 + ability modifier + prime modifier + class level + misc. modifiers. Get over a difficulty class. Sounds familiar right?
Ability Modifier: Uber ability scores are less vital in C&C. The bonuses for ability scores follow the Basic DND formula.
3 -3
4-5 -2
6-8 -1
9-12 +1
13-15 +1
16-17 +2
18 +3
19 +4
If you are used to 3eDND ability scores, it is helpful to think of converting the 3e score. Subtract 10 from the 3e score, divide by 2, and add to 10. Thus a human fighter with 26 strength in 3e would have a ((26-10/2) +10 = 18 Str in C&C. If you have a Str 18 character, he is really strong! Play it up. Races will modify the ability scores, or in some cases, the actual modifier.
Prime Modifier: A +6 bonus. C&C does not use skills as such, unlike 3eDND. Instead, characters are assumed to be able to do just about anything reasonable. A Prime Ability Score is a area where all related skills are your specialty. Most characters pick two ability scores which are their prime ability score. One of your primes MUST be the same as the prime ability score for your class. If you have a multi-class character, BOTH must belong to the primes for each class you have. Humans are versatile, and get to have three (3) prime ability scores.
STR Primes: Fighter, Ranger
INT Primes: Illusionist, Wizard
WIS Primes: Cleric, Druid
DEX Primes: Rogue
CON Primes: Monk
CHA Primes: Bard, Knight, Paladin
If you are a 3eDND player, and your character has a Prime, it is like every class skill that belongs to that prime has 4 skill ranks PLUS Skill Focus. A Fighter with primes in Str and Dex would be very skilled in any sort of Strength or Dexterity related skill or task.
It helps to think of the ability scores as your raw ability, and your primes as your area of training. A Str 9 character with a Strength Prime will still lose when it comes to pressing weights versus a Str 18 character with Strength not a Prime, but has tons of practice jumping, climbing, cleverly leveraging bolders that the innately stronger character simply has not accomplished.
Class Level: This represents your general experience. You add your highest relevent class level to your roll, except in two circumstances. If the roll does not reflect something that you get better at with general experience, or if the roll intrudes on another classes ability that you do not possess.
First example. Avoiding looking in the eyes of a medusa is something a more experienced adventurer would be more likely to avoid, so add that class level. However, being able to memorize a map is not something most people get better at, so don't add the level.
Second example: Using a non class ability. A dwarf fighter trying to sneak across a room is plainly using an ability that does not belong to his class. He won't get to add his level to this roll. A half-elf rogue would be using a class ability in this case, and will add her level to this role. It is not that the fighter can't move silently, it is just that he will not do so as well.
The DM will let you know if you need to add your level or not. You will get used to this fairly quickly yourself.
I will let you know your class abilities if you do not own the rules. There are no real surprises here. Also, anything reasonable that you think your class can do, even if not directly listed as a class ability, will let you add your class level, as long as you don't step on the toes of another class. For example, making weapons if you are a fighter, or jumping, or intimidating someone. The point is to be flexible, and not restricting. Some races provide racial abilities, which can be treated the same way as class abilities.
Miscellenious Modifiers: Anything else you may get, such as fighter Weapon Specialization, elf bonuses to Listen, penalties for being in darkness or without proper tools, etc.
So What, no Skills or Feats?: Again, primes and class/race abilities take care of most of this. If you want to replicate a feat or something, ask me and it often becomes an ability check. Fast Draw a weapon? Dex check folks. Not every 3e feat is neccessary, desireable, or possible, but don't worry too much. Try to feel the greater freedom of not being told on your character sheet what you can't do.
Saving Throws: All ability scores participate in saving throws. They are ability checks. They abilities cover the following types of saves:
STR: Paralysis, Constriction
INT: General Magic, Illusion
WIS: Confusion, Gaze, Petrification, or Polymorph
DEX: Breath Weapons, Traps
CON: Death Attacks, Disease, Energy Drain, Poison
CHA: Charm, Fear
Hit Points: Maximum at first level, average points each level thereafter.
Combat: Some differences from 3e include the fact that most characters get only 1 attack or significant action per round. Fighters eventually get two (or more is special cases) attacks per round. Also initiative is rolled each round, so you can't always predict what will happen from round to round. Rounds are 10 seconds long.
Thoughts:
Some other differences for any 3e Players. Fighters may be plain vanilla, but they are combat machines, far more so than any other warrior. Plus being a fighter means you are good at doing fighter things, from determining enemy plans of attack, developing tactics, to using siege equipment, taking care of arms and armor, intimidating folks, and handling pack animals. Bards are more warrior skald than jack-o-trades. Multi-class if you want more magic in your Bard. Knights are the consumate mounted warrior. Clerics and Druids are powerful, but not the Uber Class found in 3e. They are okay fighters, but primarily divine representatives first and foremost. Multi with a warrior if you want to be a juggernaught.
Illusionists work with creating false reality, with less of the scholarly empiricism of the wizard. Damaging spells are more effective than they are in 3e, especially after 5th level. The rogue is really a thief, temple raider, and treasure hunter as opposed to consumate skill artist.