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<blockquote data-quote="Jupp" data-source="post: 3613336" data-attributes="member: 20804"><p>We switched one of our two gaming groups over to C&C and so far everybody is very happy with it. Reasons:</p><p></p><p>It's much faster than D&D (the other group is still a D&D game). Combat is very fast and fluent. The players where quite surprised about how fast combat is. But they liked it because for them that meant they where able to explore the next room already.</p><p></p><p>It's easy to understand. Everybody did understand all the rules within the first two hours of gameplay, including combat et al. To me this is the biggest plus of C&C compared to other systems I play. Because the easier a ruleset is the less rules discussions you have and everybody is able to fully concentrate on the adventure.</p><p></p><p>It is easier to DM. I am much faster in DMing the game because there are fewer rules to look up. And so far my players do not feel that I am using the "freedom of the DM" against them. And up to now I have not seen any moment where I had to suck something out of my thumbs in regards to player actions. the SIEGE system pretty much has everything you need to rule the game. The DM of the other group (3E) is a player in my group and he really likes the game very much so far.</p><p></p><p>The adaptability towards other editions is a no-brainer. Someone in another post said that its easy to use 2e content, like adventures and monster stats, in 3E. That might be true, but it is nowhere as easy as with C&C. On the fly conversions of 2e to 3E, or vice versa, is a (big) tad more complex than to C&C. At least for me. So C&C acts as a very good man-in-the-middle ruleset that is open to each side for conversions. That means I have to spend less time for preparation. </p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Jupp, post: 3613336, member: 20804"] We switched one of our two gaming groups over to C&C and so far everybody is very happy with it. Reasons: It's much faster than D&D (the other group is still a D&D game). Combat is very fast and fluent. The players where quite surprised about how fast combat is. But they liked it because for them that meant they where able to explore the next room already. It's easy to understand. Everybody did understand all the rules within the first two hours of gameplay, including combat et al. To me this is the biggest plus of C&C compared to other systems I play. Because the easier a ruleset is the less rules discussions you have and everybody is able to fully concentrate on the adventure. It is easier to DM. I am much faster in DMing the game because there are fewer rules to look up. And so far my players do not feel that I am using the "freedom of the DM" against them. And up to now I have not seen any moment where I had to suck something out of my thumbs in regards to player actions. the SIEGE system pretty much has everything you need to rule the game. The DM of the other group (3E) is a player in my group and he really likes the game very much so far. The adaptability towards other editions is a no-brainer. Someone in another post said that its easy to use 2e content, like adventures and monster stats, in 3E. That might be true, but it is nowhere as easy as with C&C. On the fly conversions of 2e to 3E, or vice versa, is a (big) tad more complex than to C&C. At least for me. So C&C acts as a very good man-in-the-middle ruleset that is open to each side for conversions. That means I have to spend less time for preparation. Cheers [/QUOTE]
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