Pillager,
Pillager wrote:If summoning a demon is OK, then what is wrong with 'summoning' a fireball and zinging it off to damage an enemy stack? You could do that with a summoned demon anyway... not seeing a huge difference here.
Differences:
1) The battle history screen makes it easy to see you were attacked. There is a battle report showing all units involved. Yes, you could in theory have a spell report menu too, but then you'd need a way to see where the spell came from plus a host of other potential things adding more complexity to what should be a simple battle report screen.
2) Map squares are fairly large. On the Middle East map or your Westeros map a square is probably 20x20 miles. I've never in any fantasy world heard of hurling fireballs 20+ miles to attack enemies.
3) Presumably you want your fireball spell to do damage to the whole stack or at least more than the front unit. A demon attacking only fights the front unit, it can't target other units in the stack for mass damage or a particular target.
4) Actual battles require a chance for you to take losses. Hurling fireballs is riskless because you can't be harmed in return. The game then degenerates into a move, cast, move back type game where players endlessly hang back and shoot never risking themselves in battle (basically my same complaint about the Siege concept where you could retreat after X number of losses). It also means that you immediately need a 'magic resistance' skill on all units (or one unit that protects the whole stack) to resist such long range attacks.
Pillager wrote:Maybe some heroes (like a warrior) don't have a spell casting box, and have to buy one with ability points. Other heroes (like a sorcerer) could have multiple casting boxes..allowing them to use more than one spell at a time.
I was not imagining that any hero could cast spells. Only magic heroes. Warrior types would have to make do without spells entirely and be compensated in other ways (cheaper upgrades to command type thing). In the same manner, I don't expect Wizards to be blessing units, that's a Priests job, nor should a Priest have Chain Lightning etc. If you are going to let any hero do anything then there is really no reason to have Paladins/Dreadknights/Valkyries etc.
So I would not expect to find a 'chain lighting scroll' with 4 uses on it that anyone could use. I was rather expecting to have each spell caster have a list of spells they can cast (and must purchase with ability points ala DLR) and then what you found were the equivalent of mana/charges (either 1 power/charge per scroll or a scroll with multiple charges). A chain lighting spell might cost 2 charges. As you cast, the charges/scrolls got used up from your personal inventory. That's why the 'mana' concept of DLR worked so well because mana was simply a pool you used to cast any spell from. The DLR downside was you had infinitely lasting crystals (bad) and one pool for all heroes (better to have individual pools).
Pillager wrote:If you put a 'chain lighting' scroll into your hero's spell casting box, that hero would use it in every battle until the start of your next turn. So, every enemy stack that the hero attacks, gets a shock. Then every enemy army that attacks your hero gets zapped. This way an opponent couldn't send in a bat to absorb the spell before attacking with his main force.
Incidentally, how is this different that just having Enchantment spells that last forever? You can can cancel those at any time just as you can take back the scroll in your example. You have to pay upkeep for that spell every turn so it does in effect use up a scroll/mana/charges over time. That just removes the need for a battle spell concept and simplifies the whole magic model.
KGB