ghul said:
Customization of the C&C system is one of the aspects that has attracted me. Henry, your players don't have to feel limited by the lack of options in abilities. You could introduce [feats, skills, etc.]...
Oh, I know, but then I take away from it, chunk by chunk, its greatest strength, which is its streamlined nature. Besides which, 3E satisfies all our needs as players as-is for our more regular marathon pre-planned sessions, and when I DM I wing monster and NPC abilities to the point that I don't write down full stats, but am familair enough with the system to get pretty close to proper power level. By the time I've added in feats, skills, multiclassing rules, crits, etc. I've turned it back into 3E, but without the benefit of one book to point to and say, "use that."
So, for more casual, "I want to PLAY instead of dicker a lot" games, I will persuade them to jump into C&C as-is, which is almost brilliantly simple enough mechanically to be a board game; for games where they want to customize the




out of the characters, I give them their 3E and let 'em roll. For me, it's a "right tool for the job" scenario. Some others might like C&C customized to their taste, and that's great; for me, I try to use a game as-is where possible, because it cuts down on confusion on what's available and what's not.
Truth be told, these days if I were introducing a group of people whole-hog to role-playing, I'd start with Castles & Crusades for the ease of introduction; I'd only move to D&D when and if they clamored for something more.
Now, the only thing missing from C&C is an "endorsed by Dungeons & Dragons" logo, and it'd be the perfect introductory gaming tool...
