Imaro said:
This just isn't true. The flexibility is in the hands of the GM.
Meaning the system ISN'T flexible. It may be easily modded, but it cannot handle a wide range of concepts out of the box.
In other words, like AD&D, but with fewer supplements and a smoother core mechanic. That may be fine for you, but I absolutely despise this model. I've never seen a game I COULDN'T houserule; I've seen plenty I NEEDED to houserule (C&C would be one such), and a handful I didn't feel any DESIRE to houserule.
The last being the cream of the crop, design wise.
Imaro said:
1.) You can change the challenge base to make a more heroic(lower it) or less heroic(increase it) game.
Which is true of essentially any game.
Imaro said:
2.) Numerous versions of multiclassing rules are on the internet.
Which each individual GM will or will not allow to taste. The ones I've seen are not at all satisfactory to me, but I'll admit to not having looked at them for some time; they may have gotten better.
Imaro said:
3.) There is a set of skill rules found on the Troll Lords site and in the Yggsburgh book.
Which each individual GM will or will not allow to taste. And, in general, will lead to LESS rather than MORE flexibility by shoehorning characters into narrower niches.
Imaro said:
4.) A netbook of new classes on Dragonsfoot.
Which each individual GM will or will not allow to taste. Also, 'new classes' doesn't sound terribly flexible in comparison to 'name a trait of your character, which then becomes one of your stats.'
Imaro said:
5.) A netbook called Colin Sez with new races.
Which each individual GM will or will not allow to taste. Also, 'new races' doesn't sound terribly flexible in comparison to 'racial abilities are purchased from the same point pool as all other abilities, allowing you to dedicate as much or as little of your concept to your innate powers as you like.'
Imaro said:
IMHO C&C starts simple and gives you the freedom to add as muc, or as little complexity as you want. The only reason I can see it for being labeled as "not flexible" is because
1.) You really feel you have to pay money for flexibility
Because paying for, say, the Mutants and Masterminds or Spirit of the Century core book is *much* more expensive than paying for the Castles and Crusades core book? Man, what? Heck, FATE is *free,* and a perfectly usable version of the SotC rules (though SotC is definitely improved over it).
Imaro said:
2.) You don't want to or don't have time to use your, or others, creativity
Because there's certainly no creativity involved in, oh, I don't know, using a system where character attributes are essentially freeform (FATE) or in which they are chosen to taste from a reasonably balanced point system (M&M)?
I guess the latter doesn't count because the character options were professionally published (which renders them bereft of creativity, apparently), but the former?
Again, for the OP, C&C is almost certainly the simplest solution, because it's compatible with the wealth of 2e material out of the box. I can't tolerate the AD&Dishness of C&C (as opposed to the Dark Sun-ishness, the Ravenloft-ishness, etc.), but it's certainly the easiest way to use 2e material with an improved system.
It just annoys me to no end to hear a system that is explicitly inflexible, created in part as a reaction to the flexibility of D&D 3e, touted as flexible because "you can houserule it." Well, obviously - ANY system is infinitely* flexible by those standards, which makes those standards useless for establishing comparative flexibility.
* Or flexible to the limits of a hypothetical human GM's thought, which caps it at the outer limits of human comprehension.