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Heros of Battle Nano Review

Ace

Adventurer
I skimmed Heros of Battle last night at my FLGS --

My general jist is that unless you have a lot of big battles in your game don't bother --

It does have some good ideas in it -- some spells , magic siege weapons and a couple of interesting feats but most of the book is farily dull. It has (from what I could tell) and OK system for involving the players in mass combat and the like but its very short on things that can be used in most city or dungeon centirc games. This isn't really a bug mind you as the focus of the book is clear but if you were hoping for crossover stuff you won't find much games

A couple of the feats caught my eye Guerilla Scout which gives a spot and listen as class skills and Guerilla Fighter (IIRC) which gives abonus to Initiative (=1) and Move Silent and Hide as class skills. Its a great concept that is basically useless -- none of the classes that need these abilities have the skill points to use them DOH! Just take Ranger or Rogue levels

They also should have reprinted the Marshall and had a few more leader PRC's but thats JMO

Given a choice I would take Lords of Madness instead however if big Middle Earth style battles ala Helms Deep or Pelanor are something you will have a lot of you will like the book
 

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Thanks for the review. Never liked the idea of handing out class skills through feats, especially "power" skills like Spot and Hide. That's because I think class roles and class interdependency are paramount, but I can see where other folks would rather players be able to build whatever concept they want even if it's fairly all-encompassing.

And regarding the failure to include the marshal, I completely agree. Pretty dumb considering the overt references to the Miniatures Handbook.
 



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