Is the Miniatures Handbook worth buying?

I believe that the key thing that's here that isn't anywhere else is rules on mass combat. How to convert hundreds or thousands of combatants on each side into a manageable chore.
There are cool PrCs (I mention the Tactical Soldier as a favourite) and a few feats, and the magic items are cool, although watch out for the Belt of Magnificence, it's argueably broken.

I've never regretted owning it, and you should be able to get it cheapish.

--Seule
 

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My two cents:

If you don't play the miniatures game a large part of this book is wasted for you (although some of the minis section might still be useful, such as the terrain templates). As noted, even if you do the rules are outdated. However, the remaining portion has a very good signal to noise ratio.

The classes vary from average to excellent. The spells are very useful. The feats are excellent. Even the monsters have some gems (Aspects are great for those playing mid-level games that want to use their Orcus or Demogorgon figs).

However, much of this book has appeared elsewhere. The spells are in the Spell Compendium. A couple of classes appear elsewhere. A few feats have made other appearances. So, if youi have those sources, that's even less use.

If you can get it at a good discount, I say go for it. If not, you might reconsider (especially since other parts may be reprinted elsewhere in the future).
 

There are good feats and some interesting magic items, and if you plan to use the aspects you'll want it, but that's about it.

The healer isn't especially great at healing and stinks at everything else, so no loss there.
 

Speaking of the Aspects, does the book include "how to" rules or does it just present some in a "you can figure it out" presentation?
 

"just figure it out by presentation" for aspects.

Minis is good if cheap. There are a few neat feats, some nice magic items and ok PrCs, but Its not a "must-buy" in any regard.
 

The only thing worth getting it for is the monsters and spells (though some of those appear in the spell compendium). The healer class is boring, and the marshall class is pathetically weak and useless. It makes the bard look broken in comparison. 6 bucks is about what I'd plunk down.
 

I like some of the magic items.

For some reason, my FLGS had the book deeply discounted (half price, then free if you bought a Giants of Legend booster pack) for a long time. I think they finally sold out.
 

rugbyman said:
Speaking of the Aspects, does the book include "how to" rules or does it just present some in a "you can figure it out" presentation?

Not much too aspects really. Outsiders with igh aiblity scores, DR 5/epic, and usually one special ability that's no great shakes.

For instance:
Bahamut--Cold breath weapon 1/day
Kord--Barbarian rage 1/day
Mephistopholes--Fire Shield at will, Fireball 1/day
Nerull--Inflict critical wounds at will.
Orcus--See invisibility at will, death touch from wand 1/day
Vecna--Can fire an empowered magic missile at will.

Effective level for all abilities is equal to HD.
 

If you're looking for a book to give you more PrC's, feats etc, then I'd recommend the other books in the Complete series, or the Races series before the MH. Although personally I find a lot of stuff in the Races books a little overpowered.
 


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