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Heroes Of Battle SUCKS!!! (IMHO)
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<blockquote data-quote="Steel_Wind" data-source="post: 2259469" data-attributes="member: 20741"><p>My take and summary on <em><span style="color: SandyBrown">Heroes of Battle </span></em> is linked to in the message above. Here is some more on my take on the book.</p><p></p><p>IF you were looking for coolio PrCs and this is what floats your boat, then I don't think that <em>Heroes of Battle </em> is for you. That said, the Dread Commando and Legendary Leader (especially) are cool classes. The Lengendary Leader makes for a very interesting PrC for significant NPCs.</p><p></p><p>The new spells, while not vouminous are all very decent and I plan to use them.</p><p></p><p>Similarly, the new magic items and weapon properties are all very cool as well.</p><p></p><p>The suggestion there is "no crunch" in the book is incorrect. The crunch is in the form of PrCs, Spells, Weapons and Items, siege weapons and new rules for arrow barrages on the battlefield.</p><p></p><p>In particular, there are also new feats and new commander auras which are clealy influenced by the miniatures game and are interesting.</p><p></p><p>The mounts are interesting for what they are.</p><p></p><p>There are many, many examples of small mission design, suggested Victory Point awards and challenge levels. A large number of preset units are provided and detailed for DMs to use.</p><p></p><p>For immediate effects the most important crunch is team work benefits. Your adventuring parties will definitely be interested in these abilities which lead to a whole new approach to skill and feat acquisition and how a party cooperates during play.</p><p></p><p>If you were looking for Mass Combat rules - this was not and was never purported to be the intent of the book. Those may be found in Chapter 6 of the <em>Miniature's Handbook</em>. For army battles, you will have to look to a third party product like <em>Fields of Blood </em> or <em>Cry Havoc!</em></p><p></p><p>So, to say the book had no crunch is, in a nutshell, an opinion that is demonstrably unfounded. To say that it features a great deal of advice would be accurate. But don't fault WotC on throttling back the pure crunch. If there is anything that WotC has been told lately on their own forums as well as on ENWorld, it is that there is way too much crunch going on in their past books. I - for one - am crunched out.</p><p></p><p>In terms of <em>Battlefield as Dungeon</em>, the book delivers on the premise.</p><p></p><p>If there is one thing it is missing, it is a 16 page module not simply showing how a Battlefield Adventure is put to gether - but to actually put one together in detail and show DMs how that's done by way of a macro example.</p><p></p><p>I hope that such a module is relased by WotC as a web enhancement.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 2259469, member: 20741"] My take and summary on [I][COLOR=SandyBrown]Heroes of Battle [/COLOR][/I] is linked to in the message above. Here is some more on my take on the book. IF you were looking for coolio PrCs and this is what floats your boat, then I don't think that [I]Heroes of Battle [/I] is for you. That said, the Dread Commando and Legendary Leader (especially) are cool classes. The Lengendary Leader makes for a very interesting PrC for significant NPCs. The new spells, while not vouminous are all very decent and I plan to use them. Similarly, the new magic items and weapon properties are all very cool as well. The suggestion there is "no crunch" in the book is incorrect. The crunch is in the form of PrCs, Spells, Weapons and Items, siege weapons and new rules for arrow barrages on the battlefield. In particular, there are also new feats and new commander auras which are clealy influenced by the miniatures game and are interesting. The mounts are interesting for what they are. There are many, many examples of small mission design, suggested Victory Point awards and challenge levels. A large number of preset units are provided and detailed for DMs to use. For immediate effects the most important crunch is team work benefits. Your adventuring parties will definitely be interested in these abilities which lead to a whole new approach to skill and feat acquisition and how a party cooperates during play. If you were looking for Mass Combat rules - this was not and was never purported to be the intent of the book. Those may be found in Chapter 6 of the [I]Miniature's Handbook[/I]. For army battles, you will have to look to a third party product like [I]Fields of Blood [/I] or [I]Cry Havoc![/I] So, to say the book had no crunch is, in a nutshell, an opinion that is demonstrably unfounded. To say that it features a great deal of advice would be accurate. But don't fault WotC on throttling back the pure crunch. If there is anything that WotC has been told lately on their own forums as well as on ENWorld, it is that there is way too much crunch going on in their past books. I - for one - am crunched out. In terms of [I]Battlefield as Dungeon[/I], the book delivers on the premise. If there is one thing it is missing, it is a 16 page module not simply showing how a Battlefield Adventure is put to gether - but to actually put one together in detail and show DMs how that's done by way of a macro example. I hope that such a module is relased by WotC as a web enhancement. [/QUOTE]
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