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Heroes of Battle (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Rules Supplement) Hardcover – May 1, 2005


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Product Details

  • Hardcover: 160 pages
  • Publisher: Wizards of the Coast (May 1, 2005)
  • Language: English
  • ISBN-10: 078693686X
  • ISBN-13: 978-0786936861
  • Product Dimensions: 11.3 x 8.1 x 0.7 inches
  • Shipping Weight: 1.3 pounds
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (19 customer reviews)
  • Amazon Best Sellers Rank: #219,400 in Books (See Top 100 in Books)

Editorial Reviews

About the Author

DAVID NOONAN is an RPG designer/ developer at Wizards of the Coast, Inc. Recent credits include authoring Complete Divine™ and co-authoring Races of Stone™ and Unearthed Arcana™.

WILL McDERMOTT, former editor-in chief of Duelist and TopDeck magazines, has written a number of articles for Dragon® Magazine, but is known primarily for his fiction in the Magic: The Gathering™ universe, including the novels Judgment and The Moons of Mirrodin.

STEPHEN SCHUBERT is a freelance writer whose previous credits include articles in Dragon Magazine.

More About the Author

David Noonan's most recent credits include the D&D accessories Stronghold Builder's Guidebook and Hero Builder's Guidebook and the Urban Arcana Campaign Setting.

Customer Reviews

4.6 out of 5 stars
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See all 19 customer reviews
If you want to do massive army on army battles, this is the book for you.
Mike
There are also a few prestige classes and new feats (as well as rules for siege weaponry!).
Symmaccus
I would definately recommend the book if you are going to run that type of game.
Eric

Most Helpful Customer Reviews

46 of 48 people found the following review helpful By Liz on May 25, 2005
Format: Hardcover
I have been running adventures for D&D for years that follow more the style of game represented herein, not delving into dungeons on a regular basis but rather encounters in the world. A battlefield campaign is a great idea and Wizards did an excellent job of giving guildlines and rules for running these. The section on victory and recognition points, as well as promotion and decorations is by far my favorite out of this book. While not terribly large for a hard-back this book is packed with information ranging from the 60-minute army to a few new prestige classes (all five-level and very useful) and some new magical items and weapon/armor properties.

If you want to run a game of D&D that doesn't focus on crawling around in ancient ruins or goblin-holes all the time, but instead focuses on the glory and frightfulnes of war and surface skirmshes then this will be an excellent adition to your gaming books.
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20 of 21 people found the following review helpful By Anglobotomy on October 12, 2005
Format: Hardcover
I give this 5 stars because its one of very few DnD books by Wizards of the Coast that's come out in the past two years that I read from cover to cover. It interested me. A lot of the other titles they've released lately have been the sort of material you pick and choose; sometimes avoiding large sections of altogether, like the race books they released earlier this year. So I guess I'm rating in comparison to other DnD books.

It's not the most amazing or ground-breaking stuff, but it's a different take on the game than most of us choose to use. I guess it was inspiring to me. I've been DMing now for about 20 years, and though I've done a lot of what's in this book on my own at times, I really enjoyed reading it, and I think this book needed to be produced for those who want to run a battle based campaign and didn't know where to start.

A warning, though. If you're looking for feats, races, classes, prestige classes, etc.... this is not that type of book. That being said, I'm glad. Most other DnD books of late have been only those things with a little fluff to make it all part of a theme. This book is good for any DM.
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13 of 13 people found the following review helpful By B. Allen-Trick on February 26, 2006
Format: Hardcover
I'm sure I'm not the only one who thinks there's nothing more epic and exciting in a RPG than war. Well this book does a pretty good job of laying the groundwork for a campaign based around battles. It's not all straightforward battlefield stuff either, a lot has to do with different tactics during war.

Things like cutting the enemy's supply lines, battlefield espionage, siege weapons, arrow volleys, etc. It also has what is definitely the best and simplest system for battlefield morale that I've seen (and it's compatable with the D&D miniatures rules) and explains how Leadership and one's rank in the military play into things.

Most of the feats and prestige classes are boring (though the combat medic is excellent) and some of the spells are very interesting. Overall it is an excellent resource.

The only reason I am giving it 4 stars is that it's all very situational, and in a standard campaign none of this will get used. For a campaign that involves medieval warfare and big battles, it earns its pricetag, which I can say for less and less of WoTC's product line of late.
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8 of 8 people found the following review helpful By Andrew K. Ryan on March 15, 2006
Format: Hardcover Verified Purchase
This book has been vital to my weekly D&D game. The book rises and falls on the idea of epic clashes between giant armies that your players influence. The Victory Point system is increadible, it has really helped my players to get into the game. It lets even low level charactes feel that they are vital. It is easy for the players to fall out of the spotlight in a giant army, this book makes that a thing of the past.

The prestige classes don't over run the book and that is a rarity in some of these supplements...a welcome rarity.

A surprising aspect of the book is the appendix which gives you monster stats for monsters of different ranks. (Orc general, drow priestess)

This book is almost as important as the Player's Handbook if you are running a war themed campaign.
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15 of 18 people found the following review helpful By Tim Janson HALL OF FAMETOP 1000 REVIEWERVINE VOICE on August 11, 2005
Format: Hardcover
Honestly, I've never ran or been involved in a campaign where anyone really fet the need to have hard core rules to resloving large scale battles. Battles of this type were always a bit secondary to the adventures of the player characters. Sure, you may take place in a large scale battle but the outcome was generally decided by the DM. Still if you crave a rule for everything I supposed you could do much worse than this latest WOC supplement.

This supplement for the DM puts the PC's in the midst of these battles and shows the DM how to determine the outcome...soft of...Ultimately the DM will have to decide who is to win the battle. Chapters included are:

The War Campaign which provides a general background on running large scale battles and their primary differences over standard dungeon warfare, as well as the pacing and flow of battles of these types, again over the everyday hack-n-slash adventure.

In Chapter two on Building Adventures, the book instructs the DM on constructing a battle including developing timelines and flowcharts and working out how the various PCs can affect the outcome of a battle, if at all. It also presents terrain factors as well and amounts to somewhat of a board war game in its scope. This is all a bit more complicated than most DMs are used to. Chapter 3 on Battle Field encounters provides sample encounters complete with maps. Ok but not terribly exciting.

Chapter Four's "Rules of War" really gets down to the nuts and bolts of running battles taking into account large scale attacks from archers, siege engines, etc. Also covered is the aura of the field commanders. Like any great military leader, commanders with strong auras can affect and help their troops in battle or rally them to victory.
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