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.