New D&D Miniatures Handbook info

Green Knight

First Post
D&D Miniatures Spotlight
Miniatures Handbook


Three weeks after the first of the D&D Miniatures hit store shelves, they'll be followed by the Miniatures Handbook-- 192 pages of crunchy D&D mini-goodness. Lest you think, however, that this will be no more than expanded rules for tabletop skirmishes, check out everything the MHB has to offer. (Really, check it out.)

Chapter 1: Characters describes four new character classes and seven new prestige classes. Their emphasis, of course, is on soldiering and being useful on a battlefield but they can find a home in any role-playing campaign. Character extras round out with 22 new general feats and 10 new metamagic feats. Length: 24 pages.

Chapter 2: Magic introduces two new types of spells, swift action and legion spells. It then goes on to add 67 new spells and 42 new magic items with which to tantalize and torment players. Length: 16 pages.

Chapter 3: Monsters offers 35 (or more, depending on how you count them) new monsters. Some of these are clearly bad customers with CRs ranging as high as 12 (for some of the aspects, which are physical manifestations of the will of a deity or archfiend). Most, however, have CRs in the low to mid single digits, making them eminently suitable for use as battlefield foes. Length: 28 pages.

Chapter 4: Stat Cards defines and describes the information on the figures' stat cards in great detail. That discussion lays the foundation for deriving your own ratings for monsters and characters so they can be used in tabletop skirmishes or fast role-playing combats. Length: 10 pages

Chapter 5: Skirmish Rules presents an in-depth discussion of the tabletop skirmish rules as the groundwork for a greater understanding and appreciation of strategy and tactics. This section is lavishly illustrated with examples of play that clarify fine points in the rules and emphasize some of the subtleties of tabletop tactics. Many new types of terrain are discussed along with alternative and random scenarios. Skirmish campaigns get detailed treatment as well, along with magic item effects and a useful glossary of skirmish game terms. Length: 44 pages.

Chapter 6: Mass Battle Rules are just what they sound like -- rules for fighting major battles involving what could be hundreds of figures. To keep things manageable, figures are organized for movement and combat into units of up to 36 small, 25 medium, or 9 large figures. These rules are a natural outgrowth of the skirmish rules but the two types of battles play out very differently. As soon as you and your friends amass enough figures, be sure to try a mass battle. Length: 36 pages.

Chapter 7: Random Dungeons -- That's right, random dungeons! What better use could be found for a band of stalwart fortune-hunters than venturing into a dark hole in the ground to kill whatever lurks there? MHB's random dungeons can be played with or without a DM and with only a small amount of preparation. Looking for something different? Did only half the party show up tonight? Try a random dungeon as a change of pace. Length: 11 pages.

The Appendices include a variety of useful templates and terrain cards. Length: 19 pages.

Bolded a couple parts for those who just felt like skimming. :) Anyway, discuss!
 

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Sounds cool, Green Knight. Thanks for posting the info!

The more I hear about the MHB, the more appealing it sounds. The random dungeons sound interesting as well, since I often throw random dungeons together for my group when we don't have enough time or players for a full session.
 

Yeah, I'm really looking forward to this book. Some of my favorite bits from that article.

- The 32 new Feats (10 of which are Metamagic). Can't wait to see what some of these are.
- The new spells and magic items, 67 and 42 of each, respectively. I'm also interested in finding out what a Legion Spell is.
- Mass combat rules. Up to now we've gotten zip as far as that goes, but now we know that units can have only so many members. 36 for Small creatures, 25 for Medium, and 9 for Large.
- Random Dungeons. I agree that the Random Dungeons sounds cool. Reminds me of HeroQuest, or Warhammer Quest. Don't need a DM. Just get a couple of people together, randomly create a dungeon, and fight a bunch of random monsters. Simple, but fun.

As far as Mass Combat goes, the only problem is the variety of miniatures offered by the miniature line, but that's not really a problem. If I do end up playing the mass combat game regularly, I'll probably end up buying scores of miniatures from other companies and using them in the mass combat game. Just gotta find figures which are armed and equipped in the same manner as a D&D Miniature and mount it on a round base. Not all that difficult. For instance, THIS guy would make an excellent replacement for the Sword of Heironeous, as he's the same race and armed in exactly the same manner as the Sword of Heironeous. Just call him something like the Sword of St. Cuthbert or whatever and you're set.
 
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Their "swift action" spells are not that new. Slow fall is already a swift action when cast on yourself. Some psionic powers work that way too.

And their example spell on the WotC site preview, that makes you invisible for a very short time, looks exactly like one from Relics & Rituals.
 


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