tankschmidt
Explorer
Philotomy Jurament said:To my mind, C&C is kind of a via media of D&D. It's the middle road, from which you can easily pull in elements from various editions, house rule and tweak, et cetera. I think that's a huge strength, and also the reason it seems to draw fire from both ends of the "D&D spectrum" (i.e. many old-school fans find it too much like 3E, and many 3E fans find it too much like earlier editions). I think it's an excellent choice for situations like Reynard's, where you have some players who aren't comfortable going with AD&D, but are willing to give C&C a try. And it's a good fit for anyone else that likes the "via media" position of the system, on its own merits.
That's an interesting point. Let me add that in addition to being a middle ground between AD&D and D&D 3.x, I think C&C also fills a niche between the simplicity of Classic (Moldvay or Mentzer) D&D and the greater options available in AD&D. You get a two-tiered alignment system, race separate from class, material components to spells, and AD&D-style hit dice, but you avoid so much of the rules and the tables found in AD&D that in practice the game runs at a pace closer to that of Classic D&D. Of course, that just might be my experience.