I have reviewed several RPGs derived from Dungeons & Dragons (D&D). The 2023 attempt by the publishers of D&D to capitalize on third-party creations that used the D&D 5th Edition (5E) System Reference Document (SRD) has backfired, with several new RPGs being developed to offer an alternative to 5E. So far, the ones I have reviewed have been less than appealing. This post reviews the playtest version of the Core20 system by Scott Fitzgerald Gray and Insane Angel Studios. Will it fare any better?
Core20 is based on the 5E SRD, although it draws inspiration from older D&D versions and other RPGs. As with my other RPG reviews, I will not give an exhaustive description of the game’s mechanics. Instead, I will highlight the differences with 5E that I find important or interesting.
That said, Core20 is, arguably, the RPG that I’ve reviewed so far that is the most different from 5E. (Matt Coville might claim that the MCDM RPG, which is the only one that is not d20-based, should hold that honor.) Since Core20 has more mechanisms than are significantly different than their 5E equivalents than it does those that are close kin, I’ll start out with a short list of those that are similar.
Abilities: Core20 uses the same six ability scores as 5E. The methods of generating those scores are similar. The Core20 standard array and point buy systems are more generous than 5E, leading to higher average ability scores. Core20 somewhat compensates for this by only allowing two points to be freely assigned. 5E allows three to be assigned. The first difference between the systems that we see is that Core20 attaches these two points to character backgrounds; 5E attaches them to character race. Since every character gets them, no matter the background or race chosen (with the exceptions of 5E humans), where these points appear in the rules does not matter over much.
Lineages/races: The lineages offered by Core20 are similar to 5E base races. The Core20 lineages are dwarves, gnomes, elves, halflings, humans, essaruks (which seem to be a horse nomad version of orcs), orcs, goblins, hobgoblins, bugbears, kobolds, and lizardfolk. Core20 offers rules to create hybrid races, so half-elves and half-orcs are covered. The only 5E base races not covered are tieflings and dragonborn.
Random other stuff: Core20 has the same 3x3 alignment grid as 5E. Advantange and disadvantage work the same. Core20 has the same classes of actions available in combat, although it renames bonus actions to minor actions.
That’s about it for similarity in mechanisms. Many of the Core20 spells and monsters are similar to those in 5E, but those are not covered in this review. On to the differences.
Feats: Forget about 5E feats. Core20 feats are more closely related to GURPS advantages than 5E feats. For, and listen to this, Core20 DOES NOT HAVE CHARACTER CLASSES OR LEVELS! Instead, it has feats. Feats have to be taken to cast spells. Feats have to be taken to wield a weapon. Feats have to be taken to wear armor. Have a thief that wants to learn how to take the shape of a beast? Take a feat. Have a warrior that wants to learn how to sneak attack? Take a feat? Want to cast higher level spells? Take another feat. Players start with a set number of feats that they use to build their character.
There are about a gazillion feats already identified in the playtest material. I heavily criticized Pathfinder Core for using a large number of feats to provide character customization options. It added a lot of, I opined, unneeded complexity to the game. Core20 character creation can certainly be even more complex. One mitigation is that Core20 does a good job of providing recipes that group feats together either to simulate a 5E class or to provide a character with a particular specialization. The “class” recipes (and their closest 5E equivalent) include the animyst (cleric), arcanist (wizard), archer (fighter, with a Robin Hood flavor), Brawler (unarmed combat fighter), druidan (druid), investigator (rogue, inquisitor subclass), protector (paladin), scoundrel (rogue), scout (ranger), troublemaker (rogue-ish, but no close 5E analog), warrior (fighter), and wildling (barbarian). Although Core20 does not provide explicit recipes for bards, sorcerers, or warlocks, sections on spellsong magic, spelltouched magic, and primordial (eldritch) magic make it fairly easy to adapt the recipes that are provided. Core20 makes it pretty easy to replicate your favorite 5E class. It also makes it possible, if not easy, to create about any character you can imagine.
So, is Core20 character creation too complex? Maybe not. Yes, it can be even more complex than Pathfinder Core. But this system has many benefits. To some extent, Pathfinder Core did not go far enough. It used feats to tweak established character classes. Core20 has no established character classes. Theoretically, it would be as easy to create a wizard who also makes it a habit of burgling noble manors as it would to make a bog-standard archer. Core20 has removed the restrictions of traditional 5E classes. The benefit of this freedom does quite a bit to offset the system’s complexity.
The feat system also replaces character levels with what is essentially a skill tree. Since I reviewed Pathfinder Core and its out-of-control “numbers-go-up” philosophy, I have also listened to some criticisms of 5E’s bounded accuracy approach. Both of these approaches have their problems, although I greatly prefer the latter. They would not be necessary in a system that did not have levels. I had been wanting a 5E variant that provided advancement through a skill tree. Core20 appears to provide an option that does just that.
I mentioned above that some aspects of Core20 resemble that of GURPS (Generic Universal Roleplaying System by Steve Jackson Games). The GURPS system assigns a certain number of points to characters at the time of their creation. The higher the points, the more capable the character. Players can also buy more points for their characters by taking disadvantages (within reason). If your character is reckless or only has one eye, they can become more powerful in other areas. Core20 briefly mentions that providing more feat points at character creation allows players to create more capable characters. It would be simple to add a table linking starting feat points to level of play. It does not have a mechanism to buy more feat points by taking flaws. If it did encourage adding character flaws this way, players would be incentivized to create more interesting characters.
Lineages: Core20 does not quite go as far in making lineages customizable as it does for character classes. It goes farther than most other 5E-derived RPGs. A lineage has a certain set of traits that are common to all characters of that lineage. Some of these traits are just descriptions, such as size and speed. Others are similar to 5E class features, such as the dwarf’s darkvision and cavern sense. On top of these standard traits, each lineage gets to choose eight traits from a set of sixteen. The rules for shared lineages makes it easy to create “half” races. Lineages are highly customizable. I wonder why they did not go the last, short step to do away with official lineages. It would not be hard to treat lineages like classes - provide a list of traits that a player can use and recipes for the common lineages. The rulebook almost takes that step when it says that a trait from one lineage can be used for a character from another lineage if it makes sense for that character’s concept.
Backgrounds: I have already mentioned that free ability score points are attached to backgrounds and how that is not particularly important. Backgrounds also provide skill bonuses and background benefits. This sounds like 5E backgrounds. Core20 backgrounds are clearly based on 5E backgrounds. They tweak them somewhat. Core20 does not have skill proficiencies (no levels, no proficiency bonus, no skill proficiencies - makes sense). Backgrounds give explicit pluses to a set of skill groups. A player can determine to which of these skill groups to apply these bonuses. This is more flexible than 5E backgrounds providing proficiencies in specific skills. The player also has a choice between a couple of possible background benefits. 5E background usually provides roleplaying or thematic benefits. Core20 benefits provide minor mechanical benefits, such as advantage on persuasion checks against a particular type of NPC.
Boons and banes: Boons and banes allow for the addition or subtraction of a die from a roll, rather than a set number. As we’ll see below, Core20 likes to roll dice when 5E would provide a set number. That said, I did not see a single example of a boon or bane in the rulebook. There could have been some. If so, they were not obvious.
Skills: Core20 calls 5E skills “skill groups”. The acrobatics skill group, for example, contains the agility, climb, escape, and handle rope skills. I criticized Pathfinder Core for a similar approach. Providing a list of actions to which a particular skill group applies hurts more than helps. A rulebook can never list all of the possible skills in a group. But providing a list might make it seem like the list is all encompassing. Such a list is more likely to make it harder to determine to which group to use for an action than if it did not exist.
In 5E, most skills are associated with a single ability. Certainly, many physical actions can use dexterity/acrobatics or strength/athletics. And there are some cases where it makes sense to use strength rather than charisma for intimidation or intelligence rather than charisma for deception. In Core20, each skill group is associated with two abilities. Either one can be used for a check. That mage-burglar mentioned above? The thievery skill group used both dexterity and charisma. The player does not need to invest in a high dexterity to get a good open locks bonus. This approach does make it easier for players to create such non-standard characters. Not all of the combinations make much sense, however. A character can use constitution or wisdom for a perception roll. It is a stretch to say that a high constitution allows a character to hear better.
A player making a skill roll can succeed, fail, or … something else. Skill checks are no longer binary. Beat the DC by less than ten, the character succeeds. Miss the DC by ten or more, the character fails. After that, it gets complicated. Succeed by more than 10, the character gets an extra bonus. This bonus is not predefined. The character’s player can suggest what it should be. The GM can accept the suggestion, modify the suggestion, or do something else. Fail by less than ten, the character still succeeds, but with a complication. That complication is some sort of extra cost or a partial success. Again, the character’s player can suggest the complication. The GM then responds. This approach has benefits and drawbacks. It is always better for a character to succeed than to fail. A success makes the player feel good and usually advances the story more quickly than a failure would. This approach turns most failures into successes but more interesting successes than a full success. The downside is that it turns a die roll into a negotiation between a player and the GM. Core20 already extends lengthy 5E combats. This approach adds yet more time.
Saving throws: Pathfinder Core made saving throws confusing by calling them something different than the ability being used - reflex rather than dexterity, for example. Core20 does not use ability names either. In Core20’s case, that is because each type of saving throw can use either of two abilities - strength or constitution for a fortitude save, dexterity or intelligence for a reflex save, or wisdom or charisma for a will save. I guess they had to put charisma in there somewhere. Otherwise, the pairings make sense.
Combat: Core20 combat is almost as much of a deviation from 5E combat as the feat system. Initiative is pretty much the same, as are the types of actions a character can take in combat. That’s pretty much it for similarities. For example, Core20 does not have an armor class. A character (or monster) sets a DC for the attack with a d20 roll. Armor provides a bonus, as does dexterity. Feats and magic might as well. But to hit that goblin, the team’s fighter might need to roll a 4 or above. Or a 23 or above. This adds great uncertainty to combat. It should make players more cautious and more likely to avoid combat when possible. But it also extends what combats to occur. A character being attacked in 5E is basically passive. After the attack, they have a chance to use a reaction. But during the attack, the player usually only has to note down any damage. That player can be thinking about their next turn. In Core20, the player for a character being attacked has to be figuring out what bonuses apply and add them up. If there is a boon or bane in play, those have to be rolled. Then all of these numbers have to be added to the defense roll itself. It would not be surprising if a tank’s player takes a while on their turn. They’ve been busy. Note that mages do not have fixed DCs for saving throws against their spells, either. They have to roll for them. And saving throws have the same success with consequences approach as skill checks.
Attacks: Attacks require a roll similar to 5E. Strength bonuses apply to melee rolls. Dexterity bonuses to ranged attacks. Another bonus applies if the character is trained in the weapon being used. Want to use dexterity with a finesse weapon? Take a feat! As with just about any other check, the success with complications rule applies.
Combat maneuvers: Combat is made somewhat more interesting by combat maneuvers. A combat maneuver is an action that imposes an effect on the target if the initiator succeeds on a skill check. Combat maneuvers include things like demoralize, grapple, shove, trip, or disarm.
Hit points: Core20 characters have two types of hit points (if they are lucky). Critical points represent actual physical damage. Defense points represent a character’s mental agility and fortitude. Defense points are recovered during short or long rests. Critical points can only be recovered through extended downtime or magical healing. Repeated magical healing, however, can reduce the character’s maximum critical points. Normal hits take off damage points before critical points. Critical hits go directly to critical points. A single critical hit can be deadly.
Death saves: Death saves are still DC 10, but they are fortitude saves. A character can add their strength or constitution bonus. Most characters would have at least a +2 in one of those. That would make the DC effectively 8. Not a sure thing but a pretty good bet. Tank characters should have a pretty good strength or constitution bonus. This compensates somewhat for the chances of being one-shot.
Action points: Action points are Core20’s replacement of inspiration. (Does anyone like inspiration? Even Tales of the Valiant, which is almost a 5E clone, replaces it with luck.) All characters start the session with one action point. Want to start with more? Take a feat! An action point can be spent to: gain advantage, gain an extra move or minor action, gain an extra attack, regain spell points, negate a critical hit, or recover from dying. This approach is more similar to Pathfinder Core than to 5E.
Magic: Magic types have spell points rather than spell slots. These are more general, in that they are not tied to a particular level. Higher level spells cost more points. Spells cast with metamagic effects also cost more spell points. Spells which have been prepared (“focused” in Core20 terms) cost less. As long as a caster has enough spell points, they can cast any spell they know. Cantrips cost zero spell points but require the caster to have at least one spell point available.
Magic has different sources - arcane, animys, and druidas. A caster needs a feat to cast each type. That feat allows the caster to cast cantrips. The caster has to take more feats to cast higher level spells. Core20 spells go up to Level 18 (e.g., Wish, Greater Resurrection, Power Word Kill, Lava Pool - does one of these sound different than the others?)
There are no levels, so casters do not miraculously learn new spells periodically. Core20 treats spells like any piece of equipment. Want a new sword? Find a blacksmith and pay them for one. Want a new spell? Find another caster that can teach you. It is pretty easy to find a teacher for low-level spells in large towns or cities. Pay some gold; you know the spell.
Counterspell: Counterspell is not a spell. A caster can disrupt a spell being cast by paying spell points equal to that spell’s level. The caster then has to succeed with a spellcraft skill check. Note that a counterspell check is one of the few checks with a fixed DC and which does not use the success with a complication approach. Maybe it will in the final version.
Conclusion: Core20 is a 5E-derived RPG that is about as far as it can get from 5E and still claim that parentage. The character creation system is complex. The flexibility of that system compensates for that complexity. Indeed, Core20 should treat lineages as it treated classes - do away with them except as recipes combining available traits. Being able to buy more feats by adding flaws to a character would encourage making more interesting characters.
The major problem I have with Core20 is its approach to combat. 5E added some flaws to the D&D system in order to emphasize story telling over combat. Even though 5E streamlined combat somewhat, a 5E fight can take a long time. Core20 seems to have decided that length should be extended until it is excruciating. Defensive rolls and negotiating what happens when attacks just miss that defensive DC just add time to the process.
I could be overestimating the effects of these mechanisms. Defensive rolls make combat much more uncertain. The lack of leveling means that most characters’ hit points are going to remain low, even at higher level play. A lucky goblin can still hit a paladin in plate armor. A couple of hits could knock out most characters. Action points and fairly easy death saves make permanent death unlikely, but the chance should make players wary. The need for extended downtime to heal critical points makes it harder to go from fight to fight in quick succession. It is possible that individual combats might take longer, but there would be fewer combats overall.
I am quite eager to try out Core20 when the final version is published. I would not want to run it with RPG neophytes. It might be great with experienced players who want to try out their creativity freed from the restrictions of 5E and Pathfinder Core.