DiceFlex

System-aware dice rolling for TTRPGs

Overview

DiceFlex is a free, browser based dice roller built for tabletop RPG groups that want more than a generic dice tray. Currently it supports 18 game systems and adapts its interface and rolling rules to the selected game, including system specific mechanics such as advantage and disadvantage, degrees of success, bonus and penalty dice, dice chains, Wild Dice, Fate/Fudge dice and narrative dice. Built for fast use during live sessions, DiceFlex lets players choose a game system, use common quick rolls, build custom dice pools, enter natural language roll commands, save presets and review recent roll history. Results are presented clearly and can be copied easily into Discord, chat or other session tools. Live Rooms allow an entire group to roll together in real time using a shared room code or persistent link. Players can see table activity as it happens, while GMs have access to features such as private GM rolls. DiceFlex also provides a Discord bot using the same system aware rolling engine. DiceFlex is designed for GMs and players who want fast, readable and rules aware dice rolling across a wide range of tabletop RPG systems, with no account required and no setup needed.

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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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Lasers y Dragones
Actual Play & Podcasts

Lasers y Dragones

Spanish
Actual Play
Starfinder
Un grupo de aventureros se involucran en una gran aventura espacial que tocara las fibras del universo. Este podcast sigue las sesiones de juego de una aventura de roll playing de Starfinder en la campaña Dead Suns justo como se va jugando donde cada tirada es real y los jugadores descubren la aventura así como sus propias historias. Links lasersydragones.libsyn.com - Podcast feed spotify.com - Spotify feed podcasts.apple.com - Apple Podcasts feed youtube.com - Youtube channel patreon.com - Patreon page

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Dork Day Afternoon
Actual Play & Podcasts

Dork Day Afternoon

TTRPG
English
Actual Play
Dork Day Afternoon is a table top role playing game, actual play podcast. We're not professional voice actors, writers, producers, musicians, or media moguls (not for a lack of trying).  We are a group of people that have had so much fun playing TTRPGs, that we thought we might see if other people would like to listen in on our games. DDA's roots were cultivated and nursed to life through the glorious game systems of Dungeons and Dragons, AD&D, Pathfinder, Starfinder, Shadowrun, Twilight: 2000, Delta Green, and the most beloved... Hero Quest Shows Two Past Midnight DDA's actual play campaign of Twilight 2000 4th edition game system. Twilight: 2000 is a role playing game about a "World War III that never was". Our character's begin the campaign lost and stranded in a war torn Poland during the year 2000. Join us each week to hear how they keep body and soul intact as they search for a way home. The balloon has gone up and the clocks have stopped, but time marches on... Rogues of Vättern Dork Day Afternoon heads to Sweden where we'll be taking a "deep dive" into "Hostile Waters", Free League's rules and setting supplement, and to see how 2nd Marine Division has faired in the post apocalyptic world of Twilight: 2000.  Join us as we follow a small group of intrepid Leathernecks from small crafts platoon to see how they navigate the fjords of Sweden and the turbulent waters of the new political landscape. Will they complete their mission? Can they make it back home? Will they improvise, adapt and overcome or will they be doomed to the icy deep? Oorah! Encore of the Lost DDA's play through of the Extinction Curse adventure path written for the Pathfinder Second Edition game system, published by Paizo, Inc. Join us as we gracefully stumble through circus crowds and the Pathfinder Second Edition rules. Our intrepid adventurers put on a show...while putting on a show...while trying to unravel ancient mysteries. Links dorkdayafternoon.com - Official website youtube.com - Youtube channel patreon.com - Patreon page

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