scadgrad said:
I've been playing in a similar fashion for over a year now. We port in attrib boosts and feats (for PCs and NPCs) from 3.5 and that keeps my players happy. Die_Kluge and one of the other players was very suspicious of the lack of skills, but they both readily admit now that they actually like the simplicity of not having to deal w/ them. Leveling up takes like 30 seconds or so and the DM/CK never has to deal w/ skills and feat nonsense for monsters.
I think the SIEGE system is vastly misunderstood and unappreciated by those who have not spent 4 or more sessions playing with it. Any CK worth his salt has a setting and backgrounds for the PCs making the uber-detail of most skill systems a rather pointless exercise in accounting. It's a tradeoff really, but I'm just happy that my players were willing to see if it would work and it has far exceeded our expectations. We actually started playing C&C over a year ago and the compromise was "let's see how this SIEGE engine works, and if we really miss skills that badly, we'll add them." It never happened. The players found that w/ a well-developed setting and backgrounds for their characters, the PC "skill set" in C&C is actually much more robust than the "limited-by a list" skill point system.
SIEGE and Prime abilities coupled w/ backgrounds (or secondary skills) works far, far better than you would think, but you've really got to give it a try.
That's "der_kluge" to you.
I second Scadgrad on his assessment, but know that his C&C is not RAW C&C. His version adds back feats (slightly simplified), and he has a few other rules to allow for miniatures for combat (no AoO, though). Combat is very fast. Last game my fighter made 6th level, and I rolled hit points, and chose a new feat, and I was done. Last level I rolled new hit points. Very easy.
Where I think C&C suffers a bit is in the lack of a codified multi-class and dual class rules, and I think some aspects of the game could be a bit more balanced. I also don't like that the XP charts are based on a black-box calculation whereby assassins advance quickly, and wizards slowly. If they opened up the reasonings behind why the XP charts are what they are, it would be a lot better. I think a lot of the decisions internal to C&C are based solely on nostalgia, and I think it would have been a much better system if they opened up the character creation to allow for a lot more flexibility, yet maintained the simplistic nature of the combat system, it would be a great game.
To that end, if and when I ever decide to run a game, I'm seriously looking at HARP. The character creation, the openness of the races, classes, and skills, and the beauty of the magic sytem are real selling points. The combat system is really goofy though, but this latest version of the Harper's Bazaar has (at my request, I might add) a variant that is more D&D-like in its approach. It's closer now to what I really want. You might consider downloading the HARP lite from their website at
http://www.harphq.com