Hi all,
Okay so I have another area (other than the random dice rolling) that I have *concern* about: melee vs. area spells!
Let me explain (short explanation):
-When you encounter a monster, you draw the topmost card on the Encounter Deck.
-The card itself will indicate how many monster you must fight to win the battle.
-The number of monsters (Square wooden cubes) are put into the same room as the player.
-The player keeps the monster card and places 1 square wooden cube on it (so that you know the *White cubes* are skeletons - as an example).
Fighters only have melee attacks, so do rangers (ranged also but only target 1 monster at a time) and thieves. Where the trickiness happens is when you introduce Magical classes such as clerics, paladins and mages (especially).
The magical classes can cast *spells*. Clerical ones for the cleric and paladin. The mages use their own spells.
Now if you consider *area of effect*, you would want spells that could target a certain amount of units as opposed to melee... That is where things get tricky.
If you allow *melee* - monsters are hard fought one at a time.
If you also introduce *area* spells, how do you control the health stat for a group of monsters as opposed to a single unit??? It also needs to work with *melee* combat when your non-spell bound players attack the same monster or monster(s)... Hmm...
Anybody have any ideas?