Podcasts Archive | 2/8/2008
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D&D Miniatures: the New Rulebook
Dave Noonan & Mike Mearls

Click on the link to listen to the file in your browser, or right-click Save As to download to your computer. (32.6 Mbs, 39:42 minutes)

Don't just read about D&D's latest news and announcements -- listen to them as well! And where better to find inside information than from the very halls of Wizards of the Coast? Presenting Episode 19: D&D Miniatures: the New Rulebook

The new rulebook for D&D Miniatures has been posted online for your viewing pleasure! We imagine you also have more than a few questions regarding these new rules as well--the decisions that went into their design, and their potential impact on the RPG side of things. To this end, we cornered Stephen Schubert and forced him to reveal the secrets of DDM!

00:55: How did the latest DDM game develop, from concept to a new rulebook?

02:10: How did 4th Edition’s development affect and influence DDM’s development (and which affected which more)?

04:10: A new rulebook means a chance to excise your bogeys and peeves—what did you cut because it didn’t add to the fun of gameplay?

 What was your own least favorite rule?  
Fleeing on morale failure
Targeting the nearest mini
Counting diagonals
Placing tiles
(Just how far is 2nd base from home plate, baseball fans? 127 feet, 3 and 3/8 inches.)

10:25: How are the DDM battle maps creatively, yet evenly, designed?

14:50: What advice would you give to new players?

16:50: What old tricks no longer work?

18:50: When it comes to warband building, how do the factions replace alignment? And will there ever be a new faction?

The four factions (and some examples from each):
  • Borderlands (red): dwarves, barbarians, demons, devils
  • Civilization (blue): drow, mind flayers, dwarves, humans, devils
  • Underdark (purple): drow, mind flayers, demons, devils
  • The Wild (green): barbarians, demons, slaad

24:10: What is the process now to properly cost a mini?

28:00: Can you now convert a mini’s point cost to its RPG XP value?

31:40: With the rulebook now out, what reactions have surprised you?

33:30: Last question: How can you win every time?

Champion Powers: Every champion has one or more Champion powers that it can use during the battle. A champion can use these powers a total number of times equal to its Champion rating.

36:10: We lied, the real last question: Are there any minis coming out that you’re worried about in terms of being “overpowered”?

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Podcasting is delivering audio and video content on demand so that it can be enjoyed at the user's convenience. The main benefit of podcasting is that listeners can sync content to their media player and take it with them to listen whenever they want to. But they're not just for iPods...the files are ready to watch or listen to on just about any computer.

About the Hosts

Mike Mearls is the dark hope of chaotic evil: young, handsome, well endowed in abilities and aptitudes, thoroughly wicked, depraved, and capricious. Whomever harms Mearls had better not brag of it in the presence of one who will inform the Demoness Lolth!

Evil to the core, Mearls is cunning, and if the situation appears in doubt, he will use bribery and honeyed words to sway the balance in his favor. He is not at all adverse to gaining new recruits of any sort, and will gladly accept adventurers into the ranks, but he will test and try them continually. Those who arouse suspicion will be quietly murdered in their sleep; those with too much promise will be likewise dealt with, for Mearls wants no potential usurpers or threats to his domination.

David Noonan is a designer/developer for Wizards of the Coast. His credits include co-designing Dungeon Master's Guide II, Heroes of Battle, and numerous products for the Eberron campaign setting. He lives in Washington state with his wife, son, and daughter.

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