Bleached Lizard said:
any2cards said
Some monsters are stealthy. Each attack that targets this monster must roll 3 additional range beyond the normally required amount or the attack is a miss.
Does this include melee attacks?
Also, how are Burn, Frost and Daze implemented?
Normally, the only melee attack that implies range is one with reach. I am not sure what happens when say a Warrior archtype with a melee weapon attempts to attack a Deep Elf or a Wendigo (the only monsters that are stealthy). I guess you would now need a range on the dice roll of 4 (assuming being adjacent requires a range of 1).
The blue attack die has the follow sides:
x,2,3,4,5,6
So, in just using the blue die, a melee attack against a stealthy monster would basically fail half the time. The only other die which can add range is the yellow die which has range on 3 sides (1,1,2).
This is going to bring up a very interesting debate indeed.
As for Burn, Frost, and Daze, I am not sure what you are asking. None of the converted monsters do any of this damage. The closest thing would be the Ice Wyrms which have Freezing. Each time a hero enters a space adjacent to this monster, that hero suffers 1 fatigue.