This is a great book (and system) for old and new players alike.
I recently (about 3 months ago) started up a "D&D Night" group at work. Myself and another we old greybeard players/GMs from the olden days and the others never played tabletop. They were all familiar with RPGs in the context of computers and consoles, but playing a tabletop, pen-and-paper RPG was new.
So in looking around, I wanted a rule set that was easy but still invoked the old school feelings. Most of my tenure was during the 2nd Edition days [mostly pre-Player's Option 2.5], with a smattering of AD&D 1st, BECMI D&D [where I cut my teeth initially], and some 3rd Edition. I originally though LL or OSCRIC to get really into the nitty gritty, but unless you were into that sort of thing back in the day, there is a bit a goofiness and complexity that may turn off the uninitiatied.
So I looked into C&C. It fit the bill perfectly. It plays like a lightweight AD&D 1st, mixed with some elements of 2nd, with the Seige Engine mechanics cribbed from 3rd's basic machanic. It's lightweight, plays to classic archetypes and mechanics to the point you can basically throw OD&D, 1st, 2nd, or 3rd materials at it with little thought or modification, and it works. Characters roll up quick, order of play is very straightfoward and a good deal of the rest can easily be roleplayed, ruled from the table, or house ruled in no time flat.
Although I have a soft spot for retro-clones and simulara (or amped up ones like DCC), C&C is an awesome fit for anyone wanting a simple, streamlined, yet classic D&D experience in the modern day.
In regards to this book, it is laid out well, covers everything it should, and not overburdened by too much. It is quite literally what I expect in the Player's Handbook. The art is of good quality and the quality of the PDF file is good as well. I was never a real fan of the faux parchment finish of a lot of RPG books, but since it is so ubiquitious, I will let that criticism slide.
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