Miniatures Handbook

Caliber

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So what are the general thoughts on the book? No one has a reveiw up, and I was wondering how people felt about it.

The new core classes look pretty good, although the Favored Soul and the War Mage look perhaps a bit ... overpowered?

Anyone else have it?
 

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RPGnet has a review. I only glanced through it, but from what I saw I'd have to agree with what they said: it looks like half a Monster Manual combined with some minis rules and some D&D classes that didn't fit in another book.
 

I think it's really, really good.

However, it's one of those books that is only worthwhile if you play both the skirmish game and the D&D RPG. The mass combat rules are adequate, and fine for battles of up to about 250 troops a side. Well, maybe more - 500-1000 a side should work fine... though I haven't used them yet.

However, the Mass combat rules don't seem to scale up to Helm's Deep size very well. (Which is why I've ordered Cry Havoc).

Returning to the sections they did well: the new D&D material is excellent. The new classes are interesting, as are the new feats, spells, magic items and monsters.

The Skirmish rules expand the basic game in a number of interesting ways. Rules for new terrain types are explained, there are dozens of scenarios, and their are rather fun campaign rules (including magic items).

The conversion guidelines to help you convert D&D characters and monsters to the skirmish game are adequate. Actually, I think they are about as good as you were going to get. People obsessed with formulae aren't going to like them, but there was no possible way such could be created for the game.

Cheers!
 

I would have to say it's the most disappointing purchase of the year.

If you are not interested in the mini game for its own purpose, you will be getting very low value for your money. It is not worth trying to make use of the skirmish and "mass battle" rules for purposes of supporting a campaign.

The D&D material itself is simply so-so. There are a few good elements in there, but some classes are weak or strong compared to existing classes.
 
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I liked the first half of the book - the one that wasn't miniature specific. I thought the new base classes were very good, for the most part, and the additional new rules seemed nice also. Some of the stuff in there was a bit high powered (like that magic item that adds +6 to every stat) but that's excuseable.

As for the second half of the book...I didn't feel it weighed on its own merits, though some of the charts were nice for Areas of Effect, etc. As it is, Im probably gonna use Skip Williams's Cry Havoc mass battle rules instead for a war.
 

My complain with it (and no, I don't own it) is that the four core classes seem like glorified PrCs. A warmage could be a sorcerer/wizard with spell restrictions and armored casting. A healer is a cleric/druid with healing abilities, a marshall is a warrior type (cleric? fighter? paladin?) with auras of boosting, and the favored soul (which holds his own merit) is very overpowered compared to the other spontaneous divine casters (Dragonlance's Mystic and Dragons's Evangelist).

Any idea why these classes are 1-20 but classes like assassin are not?
 

As far as the 4 new Core Classes go, I like most of them. I haven't reveiwed the Warmage very well, but in concept at least it seems like it could work better as a PrC. After all, there already IS a War Wizard PrC, in the FRCS.

The Healer I like in concept though, as its the 100% Divine Caster (as opposed to Clerics which have a touch of Fighter in them)

The Marshal seems ok, although I can't help but think of their "auras" as Bardic Music on steroids.

The Favored Soul defitnely seems overpowered, however, what with Energy Resistances and Flight. I mean ... wow. Thats pretty potent.

Still I DO like the DnD sections. Half the book being more or less useless is a little dissapointing, however. (Note I haven't really perused the mini rules yet, so maybe they are useful. I'm just going by the reveiws on the second half.)
 

The new metamagic is good.

The Shugenja makes a better pure divine caster than the Healer. Or even FFd20's White Magician.

The War Mage makes a better PrC.

The Marshall makes a better PrC (bardic music on steroids, indeed!)

The sad thing is that if these four are the trends for future additional core classes, I'm kind of affraid for The Complete Warrior......
 

I like the four new core classes as well as the feats and spells. I've already created a vile War Mage NPC for use in one of my campaigns (I'll let Ariel wonder which campaign she's going to run into him in... :p )

hunter1828
 

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