Hello once again, my friends. As you can see on the tin, this thread is about Dungeons and Dragons. I've just started D&D by getting the Starter Set (logical choice, I know) and I was a little surprised by the fact that there were no miniatures in it. Therefore, I've been thinking - rather than having to buy special D&D miniatures to use, is it viable to use my Warhammer minis instead? I have quite a lot of Dwarfs, Lizardmen (Lizardfolk in D&D), Orcs, Goblins and High Elves, and could probably get other monsters from the AoS range like Ogres, Minotaurs and stuff, as well as additional hero models to represent adventurers from other races such as humans. With some scenery modelling, could this be a good way to play D&D? Also, secondary question - Can you play as a Lizardfolk Adventurer so I can use my Oldblood on foot?
That is totally possible. Most people play d&d with papercuts as character. So warhammer is super legit. They also look better than d&d models in my opinion. You can pick up the monster book, they contain a lot of rules for different monster. You can just asign the rules to your models. If they are kind of the same. For example an elven archer with orc rules wouldn`t work. You can play your old blood if you can fins the rules.
I've been playing DnD with Warhammer for ages now In my opinion, they look WAY better than the cheap pre-painted plastic things you can get as "official" figures! The LotR figures are also pretty good for DnD. Hobbits make great Gnomes Really the only downside is that it's harder to play the unique races like Shardminds.
Hopefully they do have profiles for Lizardfolk adventurers somewhere that I can use my Oldblood with. Even if there aren't, I can still have them as monsters with the Oldblood representing some sort of leader. Hobbits can also be used as Halflings adventurers, so I'm considering using one of the Fellowship hobbits or Bilbo to represent the one in the starter set. Even the unique creatures in D&D can have Warhammer substitutes I feel - for example, I've thought of using Sky-Slashers (winged Tyranid rippers) as Stirges and Tyranid Raveners as Gricks.
@Drimon 's army blog is full of examples, most of his terrain and lizards in his army blog seem to be based around his D&D campaigns. Lots of great stuff in his thread!
Buy the official D&D figures for large stuff. Like blue lightning lizards (like I got for Kings of War). Buy Reaper Bones figures for stuff like Minotaurs... Ogres... But absolutely use the figures you already have because those are available at zero €. But for things you don't have, price compare: eBay buy-it-now, Online D&D figs resellers, and Reaper Bones figures ...particularly for creatures above size M.
Above all: build the adventure out of your figure collection! This ^ way leads to fun Don't: buy a module; then try to build a figure collection to match it. This ^ way lies madness
Lizardmen are in Volo's Guide to Monsters as a playable race. Spoiler: Your lizardfolk character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. Age. Lizardfolk reach maturity arqund age 14 and rarely live longer than 60 years. Alignment. Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices. Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium. Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or ld4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. Hold Breath. You can hold your breath for up to 15 minutes at a time. Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest. Languages. You can speak, read, and write Common and Draconic.
LIZARD FOLK If you're considering taking a scaled one along on an adventure, remember this important fact. The strange, inhuman glint in its eyes as it looks you over is the same look you might give a freshly grilled steak. - Tordek, dwarf fighter and adventurer Spoiler: More Lizardfolk stuff. Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater. Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies. ALIEN MINDS The lizardfolk's reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure. Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn't think, "I'm scared." Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren't scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly. Lizardfolk never become angry in the way others do, but they act with aggression toward creatures that they could defeat in a fight and that can't be dealt with in some other manner. They are aggressive toward prey they want to eat, creatures that want to harm them, and so on. Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolk's own safety. The most pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome. LIZARDFOLK SPEECH Lizardfolk can master Common, but their mindset results in a speech pattern distinct from other humanoids. Lizardfolk rarely use metaphors. Their speech is almost always literal. They might pick up idioms, but only with some difficulty. Names confuse them, unless they are descriptive. They tend to apply their own naming conventions to other creatures using Common words. Lizardfolk use active verbs to describe the world. A lizardfolk in cold weather might say, "This wind brings cold" rather than "·I feel cold." Lizardfolk tend to define things In terms of actions, rather than effects. LIZARDFOLK NAMES Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual's notable deeds or actions. For example, Garurt translates as "axe," a name given to a lizardfolk warrior who defeated an ore and claimed his foe's weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means "green" to describe how she blends into the foliage. Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis. Lizardfolk Names: Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel) ps. I updated post #9.