by cynthialee » Monday December 7th, 2015 4:00pm
My ruling on potions:
A hero may pass potions (or other equipment) to another hero provided the heroes are adjacent.
A hero may administer a healing potion to a dying friend on his turn only. (Another ruling I use that makes this work is that you are not dead, dead until the dice pass to Zargon's next turn.) So if someone can get to you and they have a potion and open action they may administer a potion to save their friends life.
The hero saved in this fashion sacrifices their next turn. Dying is rather traumatic. Having been there myself and saved by extreme medical means...you have the wind knocked out of you. Now I am willing to imagine that healing magic will offset the majority of issues...but when you see the pearly gates and then snap back, that is jarring. Lose the next turn.
(This rule modification is a much needed player friendly modification as we always play it hard mode.)
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~