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Dungeons and Dragons Minatures Handbook (Dungeons and Dragons)
 
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Dungeons and Dragons Minatures Handbook (Dungeons and Dragons) (Hardcover)

by Skaff Elias, Rob Heinsoo, Jonathan Tweet Michael Donais (Author)
4.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Hardcover: 192 pages
  • Publisher: Wizards of the Coast (1 Oct 2003)
  • Language English
  • ISBN-10: 0786932813
  • ISBN-13: 978-0786932818
  • Product Dimensions: 28.8 x 21.3 x 1.4 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon.co.uk Sales Rank: 362,749 in Books (See Bestsellers in Books)

    Popular in these categories:

    #56 in  Books > Reference > Other Reference By Subject > Hobbies & Games
    #98 in  Books > Science Fiction & Fantasy > Gaming > Dungeons & Dragons

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Customer Reviews

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Average Customer Review
4.0 out of 5 stars (1 customer review)
 
 
 
 
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10 of 11 people found the following review helpful:
4.0 out of 5 stars Slightly disjointed but a good addition to D&D, 31 Jan 2004
By A Customer
The D&D Miniatures Handbook presents a selection of new classes, feats, magic and monsters for the D&D game as well as giving the full rules of the D&D Miniatures Skirmish and Mass Battle games. The new D&D materials mostly represent things that were designed with the intention of appearing in the miniature line at some point, and the result is material that lacks a true unifying theme, but is of good quality nonetheless.

The book is extremely attractive with some excellent art work and is divided into seven chapters:
1. Charaters
4 new classes, 7 new prestige classes, 35 new feats
2. Magic
Only 16 pages but lots of nes spells and items, of particular note is the new legion spells (a step up from mass spells that affect even more people)
3. Monsters
Simple, effective but like other D&D releases does not offer much background information, just a quick description and a stat block.
4. Stat Cards
Details how to use and create stat cards, and the transition between RPG and table top game. One strange lack is that of rule for converting mounted characters, so no cavalry.
5. Skirmish Rules
Full rules for skirmish games that were described briefly in the D&D miniatures entry packs. A good expansion of the skirmish rules, but more of a separate game than a addition to normal D&D.
6. Mass Combat Rules
Fight huge battles, well, quite big ones anyway. Good up to a point but tends to get awkward with large number of combatants, and you need lots of miniatures so could get expensive.
7. Random Dungeons
Can be used to change D&D from an RPG into a table top battle that doesn't need a DM but uses a deck of encounter cards instead.
Appendix: Spell templates and Floor plans.

The Miniatures Handbook is a superior book, containing much material that is both useful and interesting. Howerver, some people may be disappointed because the book tries to detail two separate game concepts: RPG and table top battles. And so you might only be able to make use of some of this book depending on how you play the game.

So. It's attampt to cover many different concepts may detract from the value of the book, but it covers a wealth of interresting and useful material. I would reccoment this book to most people, but if you are unsure if its for you then I suggest you take a look at it first to decide if it's worth buying for your gaming group.

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