Dungeons & Dragons 4E (2008)

Overview

Dungeons & Dragons 4th Edition is a tactical, combat-focused tabletop roleplaying system released by Wizards of the Coast in 2008. Designed to fix the high-level math imbalances and "martial vs. caster" disparities of the 3.5E era, 4E redesigned the game's engine with a more video game adjacent approach. It is famous for its structured, grid-based combat and for standardizing class abilities into a unified system. While its dramatic departure from legacy mechanics polarized the fanbase directly paving the way for the creation of
Pathfinder https://groupfinder.eu/library/pathfinder-2009
. 4E is widely praised today for its brilliant monster design, DM tools, and unparalleled encounter balance. The system it directly replaced is
Dungeons & Dragons 3.5 Edition (2003)
Description In D&D 4E, players take on the roles of heroes who are combat-capable right from the start. The system relies of combat being carried out with the use of a battle grid. Positioning plays a big part of the combat experience. The exact location of the characters matters greatly. Unlike other editions where spellcasters are played in a separate mechanical way than martial classes, 4E unifies the progression system. Every class is boiled down to a specific combat "Role" and draws from their specialized toolkit of "Powers," making the game balanced and ensuring that every character has unique and impactful actions that they can perform on their turns. System Overview & Key Features
The Power System Instead of traditional spell slots or basic attacks, every class has a list of At-Will, Encounter, Daily, and Utility powers, each with different power levels and frequency at which they can be performed. Fighters can execute epic daily maneuvers just as wizards cast daily spells, creating a better balance between martial classes and spellcasters.
Combat Roles All classes are sorted by their class specialization role: Defenders (tanks who draw aggro and protect their allies), Strikers (high single-target damage), Leaders (healers and support), and Controllers (area-of-effect damage and debuffers).
Static Defenses Saving throws were removed and replaced with four different defense values: Armor Class, Fortitude, Reflex, and Will. When a wizard casts a fireball, they roll an attack against the targets' Reflex. Instead of both sides rolling for success and for defense - the attacker is the only one to roll dice.
Healing Surges A standardized resource pool representing a character's stamina. Almost all healing in the game, whether from a cleric's spell or catching your breath, requires the target to spend a Healing Surge, which reliably heals them for exactly one-quarter of their maximum hit points.
Monster Roles & Minions The Dungeon Master's toolkit was revolutionized. Monsters have explicit roles (like Brute, Artillery, or Skirmisher) that cleanly dictate their behavior. 4E also introduced "Minions". Monsters that have normal stats and deal average damage, but only have exactly 1 Hit Point, allowing heroes to cleave through cinematic hordes.
Skill Challenges An unique system with 4E is Skill Challenges - a "cinematic" series of actions that turn social, environmental or escape situations into more movie-like scenes. The players must achieve a certain amount (determined by the situation) of successful skill checks, before they collect enough failed skill checks.
Additional links dungeonsanddragons.com https://dungeonsanddragons.com - Official Dungeons & Dragons website

Active games and players

DND4E
Dungeons & Dragons 4E
Online
West Marches / Living World
Fight Night at the We-Won't-Rob-You
Players
8
Dungeons & Dragons 4E
en English

Fight Night at the We-Won't-Rob-You

West Marches / Living World
One world and a big pool of players, but no fixed party - whoever signs up that week is who plays.
Do you like combat? Boss fights? Teamwork? Character builds? Ever done raiding in an MMO and thought, "I like this, but I wish it were instead a series of bespoke D&D encounters"? If you answered yes, then you might enjoy Fight Night at the We-Won't-Rob-You! What Is Fight Night? Think of it like a cross between a board game night and MMO progression raiding. A series of challenging encounters, one for each level. Reset and die without consequence. Beat the fight, get loot, level up, challenge the next one! Refit your character build between attempts, and build a strategy to conquer the boss! Create multiple characters to maximize your flexibility. Re-run defeated fights with additional difficulty modifiers. Challenge a gauntlet of every fight in a row and prove your mastery! Sessions are scheduled ad-hoc; a bot pings the discord each day asking for signups. If enough people are in, we run an attempt that night! What Fight Night Is NOT Outside of a vague framing device, there isn't really any story or roleplay to Fight Night; we're using roleplaying game rules to run a tactics game. Your character sheet is functionally just a statblock. Before You Apply Does that all strike your fancy? Great! First though, let us temper your enthusiasm. First, note that this is being run with D&D 4E. Not everybody's cup of tea, we know. Don't worry if you lack 4e experience; that was the case for the majority of us, and we're happy to teach you. That said, do be aware that you'd be entering the game partway through its run (Level 7) and so you'll need to be prepared for a lot of front-loaded information and complexity. Second, please don't apply if you're racist, sexist, homophobic, etc. We have players across a spectrum of race, ethnicity, gender expression, and sexuality. If that's going to be a problem for you, even a little bit, you're best off scrolling on. I promise you that you won't get along with us, we won't get along with you, and it'll be a miserable time for everyone. Lastly, you'll have to bear with the fact that we're a bit protective over our little group, and so we're going to exercise some pickiness when it comes to new additions. We can't promise to invite everyone who expresses interest. Sorry. If that all works for you, then feel free to reach out. You can DM me here, or on discord (username Sethenn). Come join the fight!

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DND5E
Dungeons & Dragons 5E
DND3E
Dungeons & Dragons 3.5
...
Online
SCARYWIZARD
Interested in asynchronous text games only.  Dungeons & Dragons v3.5, Dungeons & Dragons 5th Edition, Old School Renaissance... Those kindsa games! PLAY-BY-POST ONLY; ANYONE OFFERING VOICE GAMES SHALL BE BLOCKED.
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DND5E
Dungeons & Dragons 5E
DND5.5E
Dungeons & Dragons 5.5E (2024)
...
Online
Hywelinhell
Hello I go by Hywelinhell (they/Them.) I enjoy games like dnd (Though I am very willing to try and learn some other systems) with a focus on character, worldbuilding and story. I have a goood amout of experience, and have been playing for about 6 years. I enjoy roleplay, and especally like creating fun and intresting characters to play alongside, I do also enjoy combat, Which I like to play strategically, and I prefer dpt based builds.
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DND5E
Dungeons & Dragons 5E
PATH2E
Pathfinder 2E
...
Online
Kris
Long-time 5e enjoyer (not the half-baked rerelease), formerly knowledgeable in 4e, Canadian, 30. Friendly, lax, witty. 10+ years in the hobby. Roleplaying-oriented player and big on world exploration, would prefer to find a table that matches those aspects, but at the same time I'm not opposed to a classic combat-heavy dungeon crawl if it's run well, particularly with PF2e or 4e D&D. I am a dedicated player who always strives to make my character fit into the DM's setting of choice, not just tack on whatever I want to bring. And I take notes. Detailed. Notes. Trialled PF2e briefly and really enjoyed it, hope to get the chance to play it again someday. I'm also interested in (but completely green with) The One Ring 2e, 40k Wrath & Glory, and AoS: Soulbound. Currently in the market for long-term weekly or bi-monthly (twice a month) games in the evening (EST) run on any day but Thursdays. Prefer Roll20 but willing to use Foundry, big maybe on BeyondVTT. NO D&D Beyond req. for players, thanks. Some of my all-time favourite universes include Warcraft, Warhammer (Fantasy and 40k), Dark/Demon's Souls/Bloodborne, Diablo, Lord of the Rings, Star Wars, Mass Effect, Kingdoms of Amalur, and Lords of the Fallen. I continue to hold out hope of one day playing in an Eberron campaign, someday, eventually... I really like Dwarves and Orcs but rarely play as them.
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DND5E
Dungeons & Dragons 5E
PATH2E
Pathfinder 2E
...
Online
Arcane
We are the Arcane Focus Network! We host an assortment of high quality tabletop and role-playing game podcasts. Each story dives deep into a variety of rich gaming systems, with our favorites being Dungeons & Dragons, Pathfinder, and Starfinder. Our Game Masters and Players love nothing more than crafting memorable adventures and subverting expectations. Most importantly, we’re here to have fun. We invite you to join us, take a seat at our table… …and roll for initiative! Check out our website and instagram at: https://arcanefocusnetwork.com/ http://www.instagram.com/arcanefocusnetwork You can find us on all our socials below: https://linktr.ee/arcanefocusnetwork For more podcasts, visit: https://www.youtube.com/playlist?list=PLYl9A5T9306D3H1a9_GEELXMIlowT00hL https://www.youtube.com/playlist?list=PLYl9A5T9306AgqGpAliKE_rEsT7akN89Q https://www.youtube.com/playlist?list=PLYl9A5T9306AAxhjw6516GUEAAHf_T-3w If you're looking for even more adventure, you can find and support us on Patreon:  https://www.patreon.com/c/ArcaneFocusNetwork
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DND5E
Dungeons & Dragons 5E
...
Columbus
Online
TombWriter
Hey! I'm Tomb, a (technically) 6 year DND player (on and off and with a lot of "rule of cool" tables so not a veteran) looking for a game for Sunday Nights usually starting around 8 EST (though my schedule will probably open soon!) Im a storyteller at heart, with a big focus on worldbuilding, lore, and character driven narratives. I like getting into the depths of the worlds history and seeing what makes it tick while playing with harsh backstories that loom like shadows over the players, but I tend to shy away from GrimDark, I like some hope with my whump please! None of that means I don't like combat though, combat plays a really important part in a lot of stories and can be interesting in their own right! I do know a lot of the rules for DND 5e, I've been watching actual plays long enough to have picked up on the rules, but I prefer Homebrew over RAW and Rule of Cool over Rules Lawyering I'm a huge fan of actual plays, namely Campaign 2 of critical role, Dimension 20s Misfits and Magic, A Court of Fey and Flowers, and The Seven, a small one shot campaign called World's Apart, and the beginning half of Godsfall (before the cast imploded) Literature wise I'm an avid reader of high fantasy, Eragon being my favorite series, along with Harry Potter (fuck terfs), and a niche Midgrade series called Avalon: Web of Magic! TL;DR in the DMs Guide Player Types: Im an Explorer, a Problem Solver, and a Storyteller, but I'm more than willing to hit something along the way, i prefer Homebrew and Rule of Cool over RAW, and i want some found family/hope with my hard story beats! I hope to tell amazing stories together 💛
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Flashing Badger Podcast
Actual Play & Podcasts

Flashing Badger Podcast

English
Daggerheart
Actual Play
The Flashing Badger Podcast is a chaotic and character-driven actual play series where four friends dive headfirst into a rotating lineup of tabletop role-playing games. From cosmic horror in Delta Green to orc-filled misadventures in Havoc Brigade, and from interstellar terror in Mothership to Bigfoot-themed road trips in Oh Dang! Bigfoot Stole My Car, each campaign brings a fresh mix of storytelling, improv comedy, and unforgettable moments. Whether you're a long-time TTRPG fan or just love bizarre adventures, our cinematic audio and unpredictable gameplay will pull you in. Links youtube.com - Youtube channel discord.gg - Discord server patreon.com - Patreon page

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Dragon Warriors
Tabletop Roleplaying Games

Dragon Warriors

TTRPG
English
Corgi Books
Dragon Warriors is a tabletop role-playing game originally designed by Dave Morris and Oliver Johnson. Published in 1985 by Corgi Books as a series of six mass-market paperback volumes, it was later re-released in a consolidated hardcover format by Magnum Opus Press in 2008 and subsequently by Serpent King Games in 2011. It is historically notable as a domestic UK alternative to early fantasy role-playing systems, celebrated for its evocative, low-fantasy setting heavily rooted in medieval European folklore. Description Dragon Warriors is set in the Lands of Legend, a grim, pseudo-historical analogue of Europe during the early Middle Ages, saturated with superstition, ruined barrows, and perilous folklore. Rather than a game of high magic and superheroic fantasy, players inhabit a brutal, mud-and-blood world where healing is slow and combat is highly lethal. The game focuses on human protagonists belonging to distinct professions. It purposefully eschews a modern unified core resolution mechanic, instead employing a mix of specialized dice rolls that tailor the mechanical feel to the specific action being performed, from martial combat to arcane spellcasting. System Overview & Key Features Class-Based System Characters are created by selecting one of several distinct Professions, such as the Knight, Barbarian, Assassin, Sorcerer, Mystic, Elementalist, or Warlock. There is no multi-classing, and each profession possesses unique features, progression paths, and distinct mechanical subsystems for how they engage with magic or combat. Opposed Combat Mechanics Combat resolution uses a subtractive mathematical mechanic. An attacker subtracts the target's Defence score from their own Attack score to determine a specific target number. The player must then roll equal to or lower than this target number on a 20-sided die (1d20) to score a successful physical hit. Armour Bypass Rolls (ABR) Armor in Dragon Warriors acts as a static physical barrier that must be violently breached to cause harm. If an attack hits, the attacker makes an Armour Bypass Roll using a polyhedral die specific to their equipped weapon (such as a d8 for a standard sword). To inflict damage, this roll must strictly exceed the target's Armour Factor (AF). If successful, the weapon deals a fixed, non-variable amount of damage directly to the target's Health Points. Contextual Task Resolution The game lacks a traditional, unified skill system or expansive skill lists, relying instead on contextual attribute checks based on core statistics (Strength, Reflexes, Intelligence, Psychic Talent, and Looks). General tasks are typically resolved by rolling equal to or under an attribute on a d20, while opposed or complex actions (such as Stealth versus Perception) utilize calculated target numbers resolved with either a d20 or 2d10. Asymmetric Magic Subsystems Magic mechanics vary drastically depending on the spellcaster's Profession. Sorcerers, Elementalists, and Warlocks utilize a standard pool of Magic Points (MP) that depletes upon casting and regenerates at specific times of day. Mystics, conversely, do not use MPs; they can cast spells freely but must roll a check after each casting to see if they suffer psychic fatigue or temporarily lose their arcane abilities. Additional links serpentking.com - Official publisher website for the current edition of Dragon Warriors cobwebbedforest.co.uk - Comprehensive fan resource and archive for Dragon Warriors rules, errata, and game downloads

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Talislanta
Tabletop Roleplaying Games

Talislanta

High-Fantasy
Rules-medium
Heroic
Talislanta is a fantasy tabletop roleplaying game created by Stephan Michael Sechi, first published by Bard Games in 1987. It draws its inspiration from Jack Vance's Dying Earth novels and the travelogue spirit of the Arabian Nights rather than from Tolkien. It built its identity around a single blunt promise printed right on the box: "no elves". No dwarves, no halflings, no standard-issue fantasy races at all - just dozens of original cultures found nowhere else in the genre.  The game has passed through five editions and nearly as many publishers, including a stint at Wizards of the Coast in the early '90s, and creator Stephan Michael Sechi now makes the entire back catalogue - every edition, every supplement - available for free through the official Talislanta Library. Description Playing Talislanta starts with a choice. Instead of creating a character from separate race, class, and skill lists, players pick one of well over a hundred archetypes. Things like the Cymrilan Rogue Magician, the Jaka Beastmaster, or the Mandalan Mystic Warrior - each one a fully realised character tied to a specific culture. Complete with attributes, skills, gear, and a place in the world already worked out. A little light customisation (a point moved here, a skill added there) and the character is ready to play.  What makes the game distinct isn't its mechanics, which are deliberately light, but the scale of its setting: the continent of Talislanta is home to more than a hundred distinct peoples, and the rulebooks spend far more pages on culture, custom, and worldview than on combat math. It rewards players who want to explore a genuinely alien fantasy world over chasing mechanical optimisation. System Overview & Key Features Archetype-Based Character Creation Character creation isn't a build process, it's a selection process. Every archetype in the book arrives fully statted, dressed, and equipped, tied to a named culture and a defined role in Talislantan society. Archetypes are deliberately unbalanced against one another, since staying true to the setting mattered more to Sechi than parity between character options. The Unified Action Table Skill checks, combat rolls, and magic all resolve on a single d20 chart. Attacking works exactly like any other skill roll: add a skill rating, compare to a target number. There's no separate combat subsystem to memorise, which keeps the rules themselves down to a few dozen pages even in the densest editions. Modes and Orders Magic runs on two interlocking pieces: Modes (twelve broad effect categories like Attack, Heal, or Illusion) and Orders (culturally rooted schools of magic, from Cartomancy to Elemental Magic). A magician's Order shapes how a Mode behaves and looks when cast, so the same underlying effect plays out completely differently in different hands - which lets a short list of Modes support a near-endless variety of actual spells. A World Built Without Tolkien Every culture in Talislanta was designed to avoid genre default: no elves, no generic barbarians, no standard dragons. In their place are peoples like the Thralls (identical clone-warriors distinguishable only by tattoo), the sky-sailing Phantasians, and the shapeshifting Sindarans. The setting material - not the rules - is where most of the page count and most of the game's reputation live. Links talislanta.com - Official Talislanta website talislanta.com/talislanta-library - Free official PDFs of every edition and supplement ever published

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