登録情報
|
この商品にタグをつける(詳細)タグは、商品との関連性が非常に強いキーワードまたはラベルのようなものです。
タグにより、すべてのお客様がお気に入りの商品の整理と確認を行うことができます。 ※タグは初期設定で公開になっています。詳しくはこちら |
しかし… この本はD&D3.5eのサプリメントとして、追加基本クラス、上級クラス、特技、呪文、マジックアイテムも多数掲載されている。中には攻撃呪文の達人ウォーメイジや接近した敵の呪文を封じる特技メイジスレイヤーなど強力なものが多い。ミニチュアゲームをやらない人も要チェックだろう。
There are four new base classes introduced to the game. Two of them I think are excellent, a combat support class called the Marshal and a Cleric with a sorcerer style called a Favored Soul. Another class, called the Healer, doesn't seem to add much to the game, while the final class is a combat oriented spellcaster that makes me think "Munchkin Class". The prestige classes are no different. I think the War Chief prestige class is perfect for Orc or Bugbear horde leaders and a great addition to D&D. On the other hand, the War Hulk prestige class seems monodimentional and a bit overpowered.
There are new spells and magic items. New spells such as several "Legion" spells which cast familiar effects to large numbers are a nice addition, but there are two lower level teleport spells which seems very easy to abuse in a roleplaying setting. (The caster has the ability to switch positions with another person.) None of the magic items jump out as being extraordinary but may be a pleasant addition to a campaign.
Lots of new monsters are introduced, such as Aspects of Gods which give lower CR combats for those wanting an epic feeling battle. This is probably the strongest section of the Miniature Handbook.
The rest of the book is a bit of a disappointment. They reprint much of the rules that you can pick up in a D&D Miniature game Entry Pack. There are some additions, like a bunch of extra scenerios, but in the end I think it's a bit of a waste of space.
There is a section on mass combat rules, which basically turn units of creatures into one item to be moved on the battle field. It's a quick and dirty rule set, and I would have preferred rules that reduce a unit's strength as it's members die, but that would probably make the games take too long.
There is a section on random dungeon making, which I was really looking forward to but in the end it's a bit simplistic. For one, it's only random for the inhabitants -- the actual floorplan needs to be designed before hand. I was hoping for a ruleset which would help generate dungeons like the old Advanced Heroquest/Warhammerquest games. (Or even the 1st edition Dungeon Master's Guide!)
The last section of the book is filled with maps/terrain that can be photocopied for your own use, but people who have the old Chainmail game and the D&D Miniature Entry Pack probably have most of this in Cardboard form already.
The art of the book is pretty fantastic. One draw right now are pictures of miniatures that are coming up in the Dragoneye set, but once that set comes out these sneak peaks won't be nearly as interesting. The rest of the art is pretty comparable to other WotC books -- I've always thought that WotC knows how to do good imaginative artwork, especially after their Magic: the Gathering experience.
In the end, dome things, like the Marshal class and some of the Swift action spells are strong enough that they should be moved into the next edition of D&D. Other things can be forgotten.
|
|