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<blockquote data-quote="driver8" data-source="post: 2250256" data-attributes="member: 17559"><p>Hhehe cant resist chiming in.</p><p></p><p>Does nostalgia play a part in C&C? Id say yes, but not as a negative, as in thats the gimmick of the whole thing. It was developed as an alternative to what many see as the rules heavy excess of d20. Me I like d20, and d20 can do many things well especiallu in making the exact kind of character you want.. But I also like the vibe of C&C.</p><p></p><p>C&C is rules lite. Its base mechanic may not necessarily be simpler, but its rules can be implemented easier IMHO, and there are less of them. Like many rules lite systems, the role of a DM becomes much more important. C&C is very much a DM's system (as opposed to d20 which is players system.)</p><p></p><p>All in all I think the OGC aspect of C&C is fairly slight. It does take some ideas from d20. Most are non mechanical, I think. AC is more like d20, as are spells, whose characteristics have been slightly modified.</p><p></p><p>But alot of game decisions are definately throwbacks, especially as it regards the classes. Although class restrictions on demi humans are gone from AD&D, they are not copies of d20 classes. There are fewer spellcasting classes. Also, they are not about gaining superheroic power as you level. The overall feel I think is more "Gygaxian". The classes are heroic, and they are archetypes- dont expect your wizard to be able to track or lockpick.And you dont gain a whole lot of abilites over your career-in fact several classes are front loaded in what they get.</p><p></p><p>The attribute modifiers are more OD&D. They are weighted lower, so 18 str will just give a +3 mod. There are also fewer modifiers in game, so even a small bonus is important. And your prime attributes are almost as important (if not more so) than having high attribute scores.</p><p></p><p>The SIEGE system isnt so unintuitive. It can take some getting used to, but its not so far off from the task resolution of d20. And the savings throws are probably my favorite aspect of C&C..all the attributes are important, and min maxing can be harder in C&C. </p><p></p><p>The biggest gripe I have with C&C so far is the PHB. It is an unedited nightmare. Anyone new to rpgs would be lost reading it, and it is full of errors ommisions and weird layout choices. </p><p></p><p>All in all, I think C&C is fine. I think its unfair to label it somehow as a gimmicky system. Its a lowered powered copy of D&D, with fluffy parts thrown in from past systems. It runs under a simple but different engine. </p><p></p><p>To me personally, its less cluttered than HARP, whose character creation is a bear. Nostalgia is a big selling point, but it is a great system for those who want a simpler easy to run system. It will appeal to a certain age group of those who played older edition of AD&D, as well as those who like less rules. </p><p></p><p>But as with any rules lite system you lose the detail in modelling the action. Whether youd like it or not depends on how important that is to you.</p></blockquote><p></p>
[QUOTE="driver8, post: 2250256, member: 17559"] Hhehe cant resist chiming in. Does nostalgia play a part in C&C? Id say yes, but not as a negative, as in thats the gimmick of the whole thing. It was developed as an alternative to what many see as the rules heavy excess of d20. Me I like d20, and d20 can do many things well especiallu in making the exact kind of character you want.. But I also like the vibe of C&C. C&C is rules lite. Its base mechanic may not necessarily be simpler, but its rules can be implemented easier IMHO, and there are less of them. Like many rules lite systems, the role of a DM becomes much more important. C&C is very much a DM's system (as opposed to d20 which is players system.) All in all I think the OGC aspect of C&C is fairly slight. It does take some ideas from d20. Most are non mechanical, I think. AC is more like d20, as are spells, whose characteristics have been slightly modified. But alot of game decisions are definately throwbacks, especially as it regards the classes. Although class restrictions on demi humans are gone from AD&D, they are not copies of d20 classes. There are fewer spellcasting classes. Also, they are not about gaining superheroic power as you level. The overall feel I think is more "Gygaxian". The classes are heroic, and they are archetypes- dont expect your wizard to be able to track or lockpick.And you dont gain a whole lot of abilites over your career-in fact several classes are front loaded in what they get. The attribute modifiers are more OD&D. They are weighted lower, so 18 str will just give a +3 mod. There are also fewer modifiers in game, so even a small bonus is important. And your prime attributes are almost as important (if not more so) than having high attribute scores. The SIEGE system isnt so unintuitive. It can take some getting used to, but its not so far off from the task resolution of d20. And the savings throws are probably my favorite aspect of C&C..all the attributes are important, and min maxing can be harder in C&C. The biggest gripe I have with C&C so far is the PHB. It is an unedited nightmare. Anyone new to rpgs would be lost reading it, and it is full of errors ommisions and weird layout choices. All in all, I think C&C is fine. I think its unfair to label it somehow as a gimmicky system. Its a lowered powered copy of D&D, with fluffy parts thrown in from past systems. It runs under a simple but different engine. To me personally, its less cluttered than HARP, whose character creation is a bear. Nostalgia is a big selling point, but it is a great system for those who want a simpler easy to run system. It will appeal to a certain age group of those who played older edition of AD&D, as well as those who like less rules. But as with any rules lite system you lose the detail in modelling the action. Whether youd like it or not depends on how important that is to you. [/QUOTE]
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