Converting DND Characters to DND Miniature Stats

dreaded_beast

First Post
Does anyone know if the DND Miniatures Handbook has rules on converting standard DND Characters to DND Miniatures Characters so that they can be used when playing the DND Mini game?


I am thinking about running a session where a relatively large bandit army is raiding the town the PCs are staying at and having the PCs have a taste of protecting the town from being raided.

The PCs are all 8th level and melee-types. I was thinking of making the bandit raiders 1st level Orc warriors or fighters and having a large amount of them for the PCs to play with. I want the PCs to feel like they are mowing down a large number of foes, but still have something to worry about since there are so many of them.

I'm hoping that the DND Mini rules can handle a scenario like that nicely.

If you have any better suggestions, let me know.

Thanks!
 

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Yeah , there are a few pages on this. Basically everything rounds to the nearest 5. So an Orc gets 5 hit points, as does a human. A longsword wielded by the orc does 5 points of damage. A Two handed sword will do 10. etc.

AC is still AC, attack bonus is still the same

Saves get converted to a single save based on your level - no stat adjustment

There is a table to work out recommended command points for your PC's to spend each turn

There is no particular section on converting spells, although damaging spells like fireball affect a whole unit and do their damage to every member of that unit - rounded to the nearest 5 of course. Other spells you'll have to rule on the fly but it shouldn't be too hard
 

Yes, the D&D Minis rules would probably handle that nicely.

Conversion notes, as Prism says, are in the MHb.

Of course, the notes are more what you'd call "guidelines" than actual rules. :)

If you need any further help, feel free to ask.

Cheers!
 

If I might say hello to my friend Jack.

Hi Jack!

So, now, that I hijacked this thread, I did a conversion myself, and would like some opinions. And, especially, a point cost for it

Pharaun, Bladesinger
Commander 4
CG
??? Points
Lvl: 12
Spd: 9
AC: 23
HP: 90


Melee attack +18/+13/+8 (15 Magic)
Ranged attack +15/+10 (5 Magic)
Type: Humanoid (Elf)

Commander Effect: Followers that flank an enemy score critical hits with melee attacks on a roll of 19 or 20 and gain +4 instead of +2 for flanking.

Special Abilities

-Unique
-Mobility (+4 AC against Attacks of Opportunity)
-Evade Damage (No damage on a successful save)
-Quick Cast x1 (Cast one spell as a swift action)
-Cleave
-Spellsong (This creature can cast spells even when in a square threatened by an enemy)


Spells
1st- shield x1 (self, +4 AC)
true strike x2 (self, +20 on attack, next attack)

2nd - bull’s strength x1 (touch, +2 melee attack, +5 damage)
blur x1 (touch, target gains conceal 6)

4th – dimension door x1 (self, move anywhere in sight)
 


I just thought of something that hasn't been there like that.

The whole conversion business isn't just a 5-step-system, it's guidelines. You have to envision how you view your character, and try to catch that feeling with the minis rules as you have captured it with the D&D rules.
 

KaeYoss said:
I just thought of something that hasn't been there like that.

The whole conversion business isn't just a 5-step-system, it's guidelines. You have to envision how you view your character, and try to catch that feeling with the minis rules as you have captured it with the D&D rules.

Yeah.

I was thinking about running part of session where the PCs would have a large battle using the minis rules. The PCs would be commanders of course, but I was unsure of what commander ability they would be able to get.
 

dreaded_beast said:
Yeah.

I was thinking about running part of session where the PCs would have a large battle using the minis rules. The PCs would be commanders of course, but I was unsure of what commander ability they would be able to get.

Well, just think of something that would fit them. If you can't think of anything, tell us about them and we think of something.

BTW: How are you going to handle this? One warband for each of the players (forming an alliance) against one big warband controlled by you?
 

I'm somewhat familiar with the skirmish rules, but haven't had a chance to look at the mass combat rules. I was thinking off using the skirmish rules with the optional rule for squad combat (it's a sidebar in the Miniatures Handbook).

However, the more I look at the skirmish rules, it's seems like its just a watered down version of the normal combat rules in 3.5/3.0. I'm not sure if using the skirmish rules would actually make running a large scale combat easier.

Any insights?

On another note, I was taking a look at the "Dungeon Delve" portion of the Miniatures Handbook and thought that it would be interesting to use. There are times that my players want to go somewhere that I haven't prepared for and this seems like an interesting way to do things.

In regards to my players I have:

5 Fighter/8 Tainted (Dragon Mag PrC) Half-Orc LG
5 Paladin of Torm/4 Marshall Human LG
6 Swashbuckler/3 Favored Soul Human LG

Any ideas on stats?
 

im afraid that if i put my oldest PC in the mini game he would be worth over 450pts so im not going to even bother (level 21 fighter)
 

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