Just to echo (and confirm): It's less dense than FantasyCraft?
FC is a fantastic book, but as Gundark says, you get a real sense that if you change something over here, something waaaay over there that you never even considered is thrown out of whack as a result.
To kick off an analogy: FC (to me, at least) feels like a miniature Swiss Watch. Every piece moving in perfect harmony, but so complicated and interdependant that if you move that little spring, the whole thing falls apart. Which is kind of daunting
Short answer: absolutely.
Long answer: The "Swiss Watch" aspect of FC has been on Pat's and my "to-fix" list since day 1 of the development process (over a year so far). We have heard very clearly, from a great many people in a great number of ways, that while they everything runs well, sometimes they need to pull it apart (because they want to tweak their game, because their players don't like a certain feature, because they don't have the time or will to use certain rules assumed as the core, etc.). We use the term "decoupling" a lot in this process, because we believe that having things run well alongside, but largely independent of
, one another is a strength which will enable groups, rather than forcing them into a certain set of rules.
Now that doesn't mean everything can be broken off (like skills or the d20) but it does mean you don't have the cascading issues when you choose to hack your game however you like. Obviously, we'll be including lots of information to help you tweak to your heart's delight, and to provide those who don't care or want something "out of the box" to just pick up and run, but you'll find SC3 to be much more compartmentalized to prevent against the unintended consequences of the tweaking we so actively encourage.