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QuestCore RPG
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QuestCore RPG

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QuestCore - a new, best-selling RPG with smart rules.

About QC
QuestCore is a role-playing game for your amazing stories. It is a new smart RPG system that is easy to learn and fast to play.

"Crunch lite". Made for players who like d20 based games, like Dungeons and Dragons, but want better and faster rules.

QuestCore offers all the rules you need to start playing. If you don’t want to create your own world and adventures you can buy ready-made background material and adventures (from Megaton Games or other gaming companies).


Why is QuestCore for you?

  • Quickly create every creature for your fantasy, sci-fi or horror game - even on the fly!
  • The gamemaster and the players uses the same simple system to build everything from wizards and dragons to stormtroopers and jedi knights.
  • Creatures are built with three basic parts: Attributes, Skills and Abilities (see below).
  • Inspired by d20 and Dungeons and Dragons to name a few – new ideas but easy to use other source books and adventures.
  • Quick and tactical conflict system without turning into boring ”ping-pong”.
  • All conflicts (even magic and social attacks) uses the same basic skill system – no need for complicated sub-systems.
  • Easily expandable by adding new abilities.
  • Uses only a 12-sided die throughout the game. No more huge dice pools or many different dice for different situations.

Basics of QC

What are Attributes?
They are the basic statistics for a creature. A guard might be described as Strong (Strength +1) and Unintelligent (Intelligence -1). The other stats need not be stated (as they are all at 0). You simply add the bonus to the rolls involving that attribute.

What are Skills?
Skills are things you learn. A creature can ”train” a skill and get a bonus of +2 when using that skill. Very easy to learn and use. You can also choose to specialize in skills to get a small bonus – examples include ”Attack Blades” and ”Knowledge Nature”.

What are Abilities?
Abilities are all the special traits that a character or other creature in the world might have. Examples of abilities are Sweeping Attack, Improved Initiative, and Great Speed. Abilities might also be magical abilities such as a magic fireball spell and racial abilities such as natural armour.


What do the players think?

"Layout 4/5 ease of play 4/5, combat 4/5 fun 5/5. Honestly great system."
"I would probably play it over most versions of D&D."
"...acknowledges its roots, but still stays in the "rules lite" way of doing things."
"What I love most is the easy character generation."
"One of the best DnD inspired games in the world of RPGs."
"...and a perfect mix of old style and new style game mechanics."
"Enough specifics are covered in character equipment, monsters, magic and psionics to get any campaign going."

The Kickstarter backers of the game gave QuestCore 4.3 out of 5 stars. We hope you will like it as well!

Sample pages

Sample pages

 Customers Who Bought this Title also Purchased
Reviews (0)
Discussions (6)
Customer avatar
Kaelyn M April 21, 2020 1:51 pm UTC
For all you statisticians, it does reduce the odds of getting a Special roll from about 8% to 5%, but it's easier to grasp for people new to the system and it helps avoid the frustration of "I rolled an 11, that should be better than a 10."
Customer avatar
Justin W June 29, 2021 1:31 pm UTC
Actually here is what I would do. Roll an additional d10 when you make a test, known as the Fate die. If both dice match and the action fails, you gain Disadvantage. If both dice match and you succeed, you gain Advantage. That gives you a 10% chance of Advantage or Disadvantage each roll.
Customer avatar
Kaelyn M April 21, 2020 1:40 pm UTC
A lot of people seem to have an issue with the "roll a d12, on an 11 it's a 4, on a 12 it's a 7" concept. Here's a simple tweak that makes it a lot easier to explain and understand:

All rolls are made with a d10. If you roll a 4 or a 7, roll again, if the second roll is Odd, you gain Advantage or Disadvantage depending on whether the check succeeded or failed.
Customer avatar
Claes S September 29, 2020 8:17 pm UTC
Yes! This will give you almost the same effect. Thanks!
Customer avatar
Jeffry W September 29, 2020 8:40 pm UTC
But why 4 and why 7? Seems arbitrary.
Customer avatar
Jeffry W March 30, 2016 5:53 pm UTC
I really like this book! I actually have the Kickstarter copy. What has changed from that version to this?
Customer avatar
Claes S March 31, 2016 12:56 pm UTC
Hi Jeff! We are happy you like it (please rate it if you haven't done so already)

We have moved one image and deleted the word "Kickstarter" in two places :)

And corrected one minor layout mistake on the back cover.

Customer avatar
vernon J March 20, 2016 9:13 pm UTC
Hi Ho!

Bought the game and like what I see so far. Quick question please. When creating monsters, do you have a budget based on level or some such for buying stats, abilities, etc.? I found an entry for level zero creatures, but not a general formula.


Customer avatar
Claes S March 21, 2016 6:10 am UTC
Howdy Vern!

All creatures are created equal in QuestCore! You use the same rules as for characters (20 IP for level 1 and 3 more for every additional level).

Hope it helps and thanks for the question!
Best regards
Megaton Games
Customer avatar
vernon J March 21, 2016 12:26 pm UTC
Got it!

Thanks for the prompt reply. I have been looking for a simple omnisystem for a while and QuestCore seems very promising so far. Keep up the good work.

Customer avatar
Claes S March 21, 2016 12:37 pm UTC
Thanks Vern!

We have some nice products coming up but it might take a few weeks more (an introduction adventure and an interactive character sheet etc).

Don't forget to rate QuestCore if you like it :)

Customer avatar
John S March 17, 2016 10:43 pm UTC
The previews do not work.
Customer avatar
Claes S March 17, 2016 11:47 pm UTC
Hi John!
Strange - they work fine for me? I will check it out!
Customer avatar
Claes S March 18, 2016 12:39 am UTC
Hi again John!
Double-checked and also added some sample pages.
Please let us know of it still does not work!
Customer avatar
Jeffry W March 12, 2016 5:13 pm UTC
This game seems pretty strait forward. There is one rule that I can't quite wrap my head around.

When you roll an 11 or 12 you gain an Advantage or a Disadvantage. 11 counts as if you rolled a 4, and 12 counts as if you rolled a 7. etc.

This seems strange. It seems you can roll an actual 4 or roll an 11 and they are the same, except with the 11 you also get an Advantage or Disadvantage. Same with 7 (with the roll of a 12). On a d12 the highest you can roll is a 10. But you might roll a 4 on two sides of the d12 (the actual side reading '4' and the side reading '11') and you migh troll a 7 on two sides of the d12.

I don't quite get that.
Customer avatar
Claes S March 12, 2016 10:55 pm UTC
Hi there! I will try to explain.
If you roll "4" it's just "4".
11 counts as 4 as well but you gain disadvantage or advantage. If you succeed with the task you gain advantage and on failure you get disadvantage.
Example: you try to hit someone. You roll 11. This counts as 4. You add your skill of +3 for a total of 7. The defence is 6 so you succeed and also gain advantage.
Hope it helps!
Customer avatar
Jeffry W March 14, 2016 2:00 pm UTC
It seems it would be better to roll a 10 then a 11 or a 12.
Customer avatar
Claes S March 14, 2016 7:01 pm UTC
Hi Jeff!

In some cases it is better and in some cases it is worse. You do not get a disavantage just by rolling a 10.
An advantage gives you a significant bonus so you will have a greater chance of success on your next roll.

If the players feel that the special 11 and 12 rolls are complicated you can count them both as the roll of 10 (and adding neither advantage nor disadvantage) - at least until you gotten inte the game.

Remember that you could also get advantages and disadvantages in many other ways (such as manouvering in combat).

Thanks for your question!
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This title was added to our catalog on March 10, 2016.