Miniatures Handbook: Feats, Spells & Monsters

Kalendraf

Explorer
I recently started a similar thread in regards to complete divine. This time I'm wondering about the feats, spells and monsters in the Miniatures Handbook. I've owned it for a while now, but haven't really used it much in any of my campaigns. It has feats, many of which seem tailor-made for the miniatures game, and it has some spells, some of which also seem aimed at the miniatures game. In addition, there are some new monsters, a few of which have had figurines made (making it a bit more tempting to run them). I'm looking at potentially adding the feats and spells into my campaigns and potentially using some of the monsters, but I want to make sure they won't be unbalancing.

I'm looking for feedback from DMs or players that have tried these feats and spells. Once again, I'm not looking for any feedback regarding the new core classes or prestige classes as I have no intention of implementing those, so please keep comments limited to the feats, spells or monsters.
 

log in or register to remove this ad

The only thing in the book I didn't like was the feat that makes it impossible for adjacent enemies to cast on the defensive. Sorry, I can't remember the name. Other than that I've had no problems with anything in the book.
 

No problems from my end. :) I rather like the Sudden Metamagic feats - a few PCs and NPCs have used those with no problems.

Cheers!
 

I love the sudden feats... otherwise, I've noticed certain feats and spells in there are very overpowered. Many of them are just fine. But you do need to look at them, don't give everything a blank liscense when using them in a non minis game.
 

Stalker0 said:
I love the sudden feats... otherwise, I've noticed certain feats and spells in there are very overpowered. Many of them are just fine. But you do need to look at them, don't give everything a blank liscense when using them in a non minis game.

I'm not so sure overpowered is quite right - I think many of them are powerful with a very limited focus, so if the majority of your game is spent in that area where they are used, then they'll be very useful indeed.

Mind you, I could be wrong. :) Any examples?

Cheers!
 

IIRC, the only thing I don't like is that you can take Sudden Maximize without having to take Sudden Empower. So why would anyone take the latter? Why even have it as a feat? I would have thought you'd need the latter to get the former...
 

The Mini's book is one of my favorites except too much of it is showing up in other 3.5 books. Repeating Favored Soul in Complete Divine just irritates me.

Feats like Mage Slayer are just the kind of feat that I like. Cuts down on dice rolls and makes a significant impact on strategy.

The War Hulk and the Havoc Mage are awesome prestige classes. The Tactical Soldier could be cut into feats, but it is okay as well.

I think that the swift versions of spells should be optional uses for the original version of the spell rather than entirely different spells. Kind of like Monte's idea for Arcana Unearthed.
 

Ogrork the Mighty said:
IIRC, the only thing I don't like is that you can take Sudden Maximize without having to take Sudden Empower. So why would anyone take the latter? Why even have it as a feat? I would have thought you'd need the latter to get the former...

If you check the PHB, you'll notice that Maximize Spell doesn't have Empower Spell as a pre-req.

The two feats do different things. You can also combine them. :)

To expand that a little: a 10d6 fireball with Maximize Spell does 60 damage. a 10d6 fireball with Empower Spell does 15d6 damage (avg 52.5 dmg). Although you'll normally prefer Maximize spell, occasionally you need to risk it. Or perhaps you have something else that could apply.

Also note that the Sudden feats may only be taken ONCE each, and used only ONCE per day, so having Sudden Maximize and Sudden Empower isn't that bad.

Cheers!
 
Last edited:

My druid's loving the snake's swiftness spells. Allowing the Cleavey barbarian brute an out-of-turn swing at just the right moment can really help out a combat. :)
 

Chronosome said:
My druid's loving the snake's swiftness spells. Allowing the Cleavey barbarian brute an out-of-turn swing at just the right moment can really help out a combat. :)

I bet. :) I've used snake's swiftness in the skirmish game (Orc Druid + Orc Champion... nasty!), but the druid in our group has only played two sessions of 3.xE, so I haven't introduced him to the MHb spells yet.

Cheers!
 

Remove ads

Top