Remathilis said:
I thought C&C was going to be "lite" D&D, basically 3.x but without lot of complications (feats, skill points, prestige classes, large monster stat blocks) however, I'm seeing it more of "Lets take AD&D1/Basic and reverse the armor class" Less use of the d20 mechanics, more of the refining 1e with a fresh coat of paint.
Neither is exactly correct. Or rather,
both are kinda correct.
C&C should appeal to people in one (or both) of the following categories:
(
1.) People who want a FRPG that has many mechanics that are similar to d20, but is much more 'rules light'. Though not simply a '3.x light' game, much of C&C is close enough that it might appeal to people who like 3.x but want something with fewer rules (and does not require minis).
(
2.) People who want something
like a version of OD&D or OAD&D that is 'rationalized' by means of a unified d20 mechanic, and that overcomes most of the perceived deficiencies of the earlier versions of the game (e.g. racial class restrictions and level limits, etc).
Now neither group may be
entirely satisfied -- C&C is not simply a 'rules light 3e' or an 'updated OAD&D'. But hopefully it is adaptable enough that many people belonging to either group will like it. Some groups who like aspects of 3e have added feats to C&C. Some groups who like OAD&D have added some OAD&D rules to their games.
Remathilis said:
That might be grossly unfair to a game I've not seen in person (and you don't have to tell me so), but some of the things mentioned (different XP charts, no skill/nwp style system, monsters as cardboard cutouts) seem counterproductive and limit my options as both a player and a DM. I hated 2e because my house rules binder was nearly as large as the monster's manual.
But keep in mind that
many options will be available when the
full rules are published (e.g. the M&T and CKG)!
Remathilis said:
It seems to me that C&C is built for two distinct types of players: "Hack it and take its treasure. Next room!" style where the rules beyond killing it or it killing you are unnecessary or "We ROLE-play so hardcore we only use stats for manditory rolls like saves or combat" where game sessions can go by without the need of a character sheet. Both are extremes, but it does leave out alot of middle ground where the C&C rules don't tread.
I will leave aside the first 'distinct type' of player. But as for the second, while you only
NEED to use die rolls for saves and combats (and other tasks like picking locks or hiding), you CAN use die rolls for social interactions, etc. That is what the PRIME system is for! It is really adaptable to all kinds of different uses, depending on the group in question.
Remathilis said:
This from a person who believes Rule's Cyclopedia was one of the best versions of D&D ever.
The Rules Cylcopedia is my
favourite version of D&D. And I see C&C as very similar in many respects -- but broken into more books.
The PHB only covers the 'core rules' that are essential for playing the game. However, the CKG will include additional options that can add flexibility and/or complexity to those players who want it, just as the optional rules in the RC (skills, weapon mastery rules, etc.) added flexibility and/or complexity to the base D&D rules.
The Trolls are promising to include plenty of
options in the CKG.
