D&D mini combat vs. D&D regular combat

Quasqueton

First Post
I've got a bunch of D&D minis for use in my regular D&D game. Looking at the stat sheets that comes with the minis, I got to wondering:

How is the D&D miniatures game different than normal D&D combat?

Quasqueton
 

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You can download the full miniatures rules from here:
http://www.wizards.com/default.asp?x=dnd/mi/20031023x

That also has the FAQ, which answers your question somewhat:

Q. How is the skirmish system different from the Dungeons & Dragons roleplaying system?

A. In general, the skirmish system is a streamlined version of the D&D roleplaying system, simplified so that it's easier to run several different creatures at once and play through a battle quickly. Here are some specific features of the skirmish system.

Command: Without commanders, creatures are slower and more likely to run away. Commanders also give specific bonuses to their followers.

Morale: Creatures that are reduced to half hit points or lower sometimes run away (rout). Commanders can try to rally creatures to stop them from running.

Initiative: Each round, you roll initiative for your whole warband. You don't roll for each individual creature. Each round, players take turns each activating two creatures at a time until all the players have activated all their creatures.

Targeting: You usually shoot, cast a spell at, or charge the nearest enemy. You can't just pick off the enemy commander.

Damage: All damage and hit points are measured in multiples of 5. An Ogre, for example, has 30 hit points and deals 15 points of damage with its greatclub.

Saves: A creature uses its level as its bonus on saving throws.

Attacks of Opportunity: They're easier to keep track of. There's no 5-foot step, no limit to the number of attacks of opportunity per round, and no attacks of opportunity for reach attacks.


Cheers!
 

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