Rating: ![4 stars](http://www.reviewfocus.com/images/stars-4-0.gif) Summary: If you play the standard RPG and miniatures, buy this! Review: This book is an excellent addition to the rule pamphlet that comes with the harbinger entry pack. If you play the standard D&D rpg, then you will find this supplement to be helpful to convert not-yet-released monsters into the miniature rules for representing your battles in the miniature system (you would still have to use a token to represent the monster or npc). The diagrams of line-of-sight and combat cover are especially well done. It also has optional rules and suggestions to add sophistication (aka complication) to the original miniature rules (like miniature-character improvement and the like).The ONLY REASON that this handbook did not receive five stars is because I find the MSRP to be a little too high. Other than that, I highly recommend this book. If you play the RPG - but DO NOT plan on playing the miniature system, this book would not be a cost-effective purchase. It will have little to offer, except to maybe satisfy your curiosity.
Rating: ![2 stars](http://www.reviewfocus.com/images/stars-2-0.gif) Summary: A Book of Marginal Use Review: Unless you play with miniatures frequently, this book will bring very little to the table. It contains some new, and I must say interesting, base classes, a few new spells, as well as a few feats that a GM would have to think long and hard about allowing into any game. The book also contains vast clarifications of the D&D movement rules, which can be helpful if you're a real stickler for having things adhere to the by-the-book rules. On the downside, there is the confusing introduction of the "swift action" which sometimes doesn't fit in well with the rest of the game.
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