ruleslawyer said:
So here's what I suggest. I do *not* recommend C&C because I actually think that it's more complicated than it should be. While C&C has fewer rules than 3e, they share the 1e/2e problem of lacking unified mechanics. Thus, by dropping skills and feats, C&C has instead embedded some of those mechanics into randomly-located class features.
Huh? The SIEGE engine is a unified mechanic, and it's used for ability checks, saving throws, skill-like abilities, and feat-like maneuvers. Attacks aren't resolved under the SIEGE engine, but use the same basic mechanic (i.e. roll a d20, with modifiers, to hit the target number).
Skills and feats weren't "dropped" so much as "rolled into the SIEGE engine." Class abilities aren't terribly different from 3E class abilities, it's just that skills and feats are simplified. Also abilities aren't confined to one class, necessarily. However, if you're attempting something that's the bailiwick of a different class you don't get to add your PC level to the check. (Obviously, some class abilities are truly exclusive -- like spells, for example).
Then there are the different XP tables, et cetera.
Indeed. The 3E approach is to use a single XP table and then attempt to balance every class at every level; that's a difficult proposition, especially with PrCs, etc. The approach of all the other editions of D&D, and of C&C, is to allow (or recognize) some classes as being more potent, and balance the whole by changing the XP needed depending on how powerful the class is. IMO, C&C's approach to balancing classes works as well, or better, than the "balance every class at every level" approach.
What I'd recommend is a stripped-down D&D game. Ditch the optional rules; stick to the core three and nothing else. No PrCs, no splatbook feats, and so on. Remove attacks of opportunity and related feats; just state that any action other than an attack performed in a threatened square provokes an immediate melee attack from the opponent. You really can unplug lots of elements from D&D before you skew it irretrievably.
That's not a bad approach. I've done something similar, and it does make things better, but there was a constant pull (mostly by the players) to add the excluded material back into the mix. I found that making a clean break with a different system worked better.
My $.02, FWIW.