Alternate Cover Version... much more appealing than the dark original version.
2017 7th Edition.
Well, out of all my fantasy themed roleplaying games, C&C has been the system that has stuck with me the most (second to 2nd Edition AD&D). In fact this had taken over 2nd Edition AD&D for me.
Keep in mind I started playing D&D in 1978 (at age 13), and the first books I had included the Greyhawk pocketbook and then the Holmes boxed Edition. Oh, how much they would be worth today if I had hung onto them.
Castles & Crusades had modernized the original D&D rules, killing Thac0 and replacing it with a less confusing ascending AC difficulty that 3rd Ed D&D provided.
NO extra fluff to classes, straight forwards with some options to play around with.
Siege Engine is easy to grasp for determining skill checks.
Today I still GM a group with C&C, (currently going through an altered L-series of Bone Hill). One of the players never played D&D before, but he's found that it's easy to learn compared to 5E which was also introduced to him weeks before joining my table.
As with all systems, your experience with them vastly differs depending on the Game Master. If your GM is terrible, well, you know, your experience may suffer.
C&C is not overly complex with basic player classes and basic player races. Easy to reference special abilities and class features that do not overwhelm you. Easy enough to take 3rd Ed D&D monsters and use them almost directly from the tomes, C&C also has their own Monsters and Treasures collection as well.
The GM's Guidebook is a good companion to the Players Handbook. (mine is a PDF printed copy, I invested in a B&W laser printer and use that a lot) Adding more options as suggestions, not to over-complicate things in the Players book. Extending the levels to 20 and giving additional special powers as your characters increase in levels.
My experiences with C&C is all positive, players have gravitated towards it as an easy system to learn.
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