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Dungeons & Dragons 4th Edition

Core Rulebooks
Heroic fantasy built around role-based tactical combat
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fantasy
TacticalMiniaturesHeroicCharacter BuildingHigh-FantasyClassic FantasyCrunchyAscending AC
Languages: English, French, Italian, German, Spanish
Diced20
System Familyd20 System
Cost$$
LicenseProprietary
PublisherWizards of the Coast
Year2008
Complexity High
Accessibility High
Runnability Very High

Core Mechanic

Roll d20 plus relevant modifiers against a DC or target defense. A total equal to or higher than the target succeeds. Combat turns use standard, move, and minor actions, while powers specify their targets and effects.

Best For

Groups who want role-defined heroes, grid-centered combat, and long campaigns with extensive tactical advancement.

Highlights

Class roles give defenders, strikers, leaders, and controllers distinct tactical jobs in a party. At-will, encounter, and daily powers make each class's available actions explicit at the table. Encounter-building rules pair monster roles with level and XP budgets, giving DMs a repeatable preparation procedure.

Considerations

Grid position, forced movement, marks, and opportunity attacks require continuous spatial tracking. Each character's power list grows across 30 levels, increasing turn options and rules lookups. Rituals, skill challenges, treasure parcels, and combat use separate procedures that the group must learn.