An idea that gets relentlessly beaten into a player of an advanced age with experience playing multiple editions of D&D (which is to say, me) is the idea that in D&D, certain characters get to do certain things, and everyone else is out of luck. Now, that’s not a terrible thing per se. D&D is a game of archetypal fantasy. That’s what it does, and it does it well, and building an archetypal character means that at some point, you end up putting a box around what your character can and can’t do. But as a result of having played within those boxes for many years now, I wanted CORE20 to do things differently.
The Old Ways
AD&D had an array of rigidly enforced limitations on actions and activities built around the game’s class structure, where if your class didn’t say you were allowed to do something, you simply couldn’t do it. Party needs to get up a wall with no handy protrusions for a grappling hook? Better hope you’ve got a thief who can climb up first and drop down a rope, because no one else is allowed to climb without one. Armor and weapon proficiencies were class locked as well, to the point where it became a fun metagame to try to guess what class an NPC might be based on what they were wearing. (“Leather armor… longsword… darts… looks like a thief. Wait, that’s a bastard sword. And he’s got a shield, too! Thieves can’t use bastard swords or shields! Assassin!!”)
D&D 3rd edition did a better job of allowing characters to wear whatever they liked and do whatever they wanted. But it replaced the rigid compartmentalization of AD&D with a rapturous love of making it as hard for characters to do things as possible. Want to trip someone in 3e? Go for it! But unless you take the Improved Trip feat, it takes your whole action, and your target gets to attack you first, and it’s just a flat Strength check, no bonuses for combat skill allowed. Oh, and if you fail the check, they can trip you back, no action required.
Want to grapple someone in 3e instead? Seriously, don’t. Just… no, please don’t.
D&D 5e did things quite differently than 3e, but still held onto that sense that being able to do certain things was the province of certain character types — and if your character didn’t fit that bill, too bad. Want to play a rogue who uses handaxes? Not an option out of the box. Want to try just straight-up tripping a foe in hand-to-hand combat in 5e 2014? Better make sure you’re playing a battle master fighter, a monk following the way of the open hand, or a totem warrior wolf barbarian. Want to do so in 5e 2024? You can add the rogue to the class list, and the goliath can send foes prone regardless of class, and you’ve got your choice of five weapons with the Topple weapon property. But it’s still a process of saying, “Only characters with X can do this thing, and everyone else is out of luck.”
Just Try It
A central philosophy that CORE20 jumped on right from the get-go of deciding to rebuild D&D as a game with no classes and no levels is the idea that any character should be able to try to do anything they want. No limitations, no exceptions, no caveats. Because without classes, the game gets rid of the baseline sense of: “Well, it makes sense for this type of character to be the only one who can do X.”
Spellcasting is obviously an exception, insofar as one doesn’t want anyone to be able to whip magic around without the appropriate backstory and training. But if you’ve got feat slots to spend, there are plenty of ways to get your magic on without building a full-on caster. Additionally, animyst domains and druidan creeds are another option for a magic-dabbling character, letting anyone drop three feat slots to gain access to unique magical traditions drawn from the older eldritch forms that predated spellcasting.
“My Wizard Uses Their Glaive to Trip That Dude!”
Baseline weapon prowess is a good example of CORE20’s approach to characters being able to do what they want. Your character can pick up any weapon with no training, using ability modifier alone to make attacks and deal damage. In mechanical terms, you won’t be particularly good — and in game terms, the impression you create in combat while wielding a weapon you’ve never picked up before probably won’t be very pretty. But there are no nonproficiency penalties, no restrictions against wizards or rogues not using certain weapons, and so forth. You can spend feat slots to get better at combat with a particular weapon, but you’re not especially bad with any weapon just because.
Combat maneuvers are another central example. Anyone can try to trip a foe in combat (or to obscure their vision, or make them back down, or grapple them, and on down the list), with no arbitrary penalties, special training, or weapon mastery required. A reasonable modifier in one of the two ability scores backing up the skill check that your combat maneuver is based on is helpful. But all you truly need to try to put an opponent on the floor — whether as a precursor to getting an edge on an attack or to flee the fight at speed — is the will to try to do so.
It’s important to also note that CORE20’s free approach to combat maneuvers is built on the foundational idea that skill checks in the game eschew any concept of trained or untrained use. You can improve your aptitude with skills using lineage traits and feats, but every character has a chance to try to recall arcane lore, spot trouble at a distance, or pick the lock on a set of cheap manacles using a hairpin.
Archetypes-R-Us
Your character doesn’t need to tick some set of correct archetypal boxes to try to do cool things in CORE20. In the absence of the classes-as-archetypes model that’s been at the heart of D&D since its inception, every CORE20 character effectively gets to define their own archetype, whether that’s a fun variation on a standard heroic type or something completely unique.
So whether you’re playing a classic melee-focused warrior, a book-learning wizard, a scoundrel with lockpicks in every pocket, or a character you could never build with any traditional class-and-subclass combo, you never need to ask the GM, “Am I allowed to do this?” Because the answer is always “Yes.” And with the game built around the idea that every d20 roll is a sliding scale of success that feeds the unfolding story, your character always has a good chance to make something happen as a result of “I’m going to try this.”
(Art by Matt Morrow, from The Lazy DM’s Forge of Foes)