My general advice is this: the Miniatures Handbook is as valuable to your campaign as your campaign is based on combat.
Which means, for a pure hack-and-slash game it is pure gold. The value of the book decreases as the amount of combat in the campaign does. It adds a lot of combat-oriented options, and allows some new tactics. If that is not the style of game you want to run, then this is not the book for you.
If your campaign is mostly problem-solving or city-intrigue based, this book will not add that much to it.
For a dungeon-delving campaign, though, which is the closest thing to the minis game that I see in the RPG, the book adds some new tools.
I have much more problem with Undeniable Gravity and Undeniable Gravity, Legion's (spells which force a flying creature to the ground) than I do with any of the ones mentioned here.
Which means, for a pure hack-and-slash game it is pure gold. The value of the book decreases as the amount of combat in the campaign does. It adds a lot of combat-oriented options, and allows some new tactics. If that is not the style of game you want to run, then this is not the book for you.
If your campaign is mostly problem-solving or city-intrigue based, this book will not add that much to it.
For a dungeon-delving campaign, though, which is the closest thing to the minis game that I see in the RPG, the book adds some new tools.
I have much more problem with Undeniable Gravity and Undeniable Gravity, Legion's (spells which force a flying creature to the ground) than I do with any of the ones mentioned here.