by Kurgan » June 9th, 2024, 9:29 am
Regarding the new rules on 'Death Saves' in this pack...
So it appears you can play this as you play the other quests OR you can try one of the slightly different modes. In Story and Heroic any unused healing spell you have can be used to save from death EVEN IF you've already used an action that turn. Easier...
But you don't get to use a potion to save yourself at the point of death. Instead your potions would fall into your equipment tile... now you are "saved" either by another hero with a potion walking up to (or onto) your tile and administering the healing to you (which brings you back to life, aka remove the "skull" tile). They have a round to do so (from the time of your death until the beginning of your next turn... otherwise you are dead for good). Requires teamwork... if all heroes are incapacitated, then you also die "for real."
In Story it's even easier... no skull tile so heroes just lie there until someone comes to revive them, OR if no monsters on the board (keep in mind this pack some monsters can spawn other monsters, so not a guarantee) they regain 1 BP and can come back. I'm not quite clear if that is meant to happen on that fallen hero's next turn, on any other hero's turn or on Zargon's turn specifically. So to save your buddies you can also just wipe out any monsters on the board rather than being forced to search for potions (and possibly trigger more wandering monsters).
So both modes would promote heroes to each collect potions as before but also keep together, AND to use healing before they are too close to death unlike other expansions where it makes perfect sense to just wait until you die and the potion is a guaranteed revive. Now "saving" a healing potion for the revive would be encouraged by these alternate rules.
I kind of wondered if an "incapacitated" hero (who turns into a pile of equipment) can be further beat up on by monsters. I'm guessing that wasn't the intention as it doesn't say anything about this. I was imagining a fiendish monster standing over the hero and "finishing off" his fallen foe before the others can heal him.
However it also says the healing (from others) removes "any" skull tile. So I guess you could imagine a monster keeps attacking the body and adding skull tiles, but the healing potions removes them all (so the monster's actions were pointless, move on to attacking "living" heroes) or else maybe it only removes one, requiring multiple saves to bring them back? This is all Zargon's speculation since it doesn't really say, so probably they didn't account for this happening. Also, nothing about the monsters moving on the Equipment tile to "pick up" (and thus steal, losing forever to the party... other than any "Artifacts" or "necessary" Artifacts depending upon how you treat that "Lost Artifacts" passage in the GS Rulebook!) their gear. You could instead imagine that once they are dead "for real" the possibility of their gear being stolen by monsters comes about as normal... any foe gaining entry to the room/corridor before any good guy, permanently steals the gear.
The Elixir of Life would still be an option to save a "really dead" hero, assuming you have one, of course.
The implementation of the Berserker and Explorer is indicated as possible to each replace one of the Game System heroes (without any duplicate characters). This implies that the pack was not written with any of the other "new" heroes in mind, but I imagine that the App version will not restrict this, we'll see... and those who want to use the Bard, Knight or whomever I'm sure will have no problem doing it.
Just noting from the spoilers: I see Quest 1 specifically prepares the way for "new" heroes not just experienced heroes, based on choice [Even though the storyline text in Mentors introduction clearly says "Champions" implying at the very least you have completed Quest 14 of the GS before this]. So they do expect that you might have a brand new ("basic") character, not just necessarily one of the new heroes. I see repeated Artifacts and basic Armory equipment showing up early on.
So storyline wise, you probably have the four classic heroes (maybe with one or two swapped out for the Berserker and/or Explorer), but they still make allowance for 1-3 heroes (with increased difficulty) plus an Animal companion (either Saberfang or Raptor). There's a power later that summons the Raptor even if there are 4 heroes, at least one time.
Edit: Actually while I think they probably intended to use the same "optional/playtest" rules of Into the Northlands, you could argue it's saying you can have one animal ally per hero (for parties under 3). So you could have 3 heroes and two allies (one controlled by each of two heroes for a total of two). Despite their increased BP, the Animal Companions have limitations (more so than the human mercs from Frozen Horror and much more so than the elven mercs from ROTDM). It doesn't use any of the death save stuff above to apply to them... though some (like me) would apply the general "Hero" stuff to mercenaries as well, so would you allow the incapacitation rules for these characters too? Unstated, so possibly not intended, but Zargon's call once again... these characters will never have healing spells or potions (they can only have potions administered to them... the whole "administered to" is a pretty new thing with the remake series, in the past you had to have a potion passed to you on that hero's turn and then you use it anytime). But it makes sense... if you prevent these allies from being able to carry or use items, still having a way to heal them is helpful in keeping them alive during a quest (of course I would still restore their BP/MP between quests same as the Heroes and of course you can cast spells upon them too).
Regarding healing, it only says "spells" in most of these instances (spell scrolls or artifacts that have the same function as such a spell would be counted no doubt), but a "skill" that heals could also be considered, if Zargon allows it (I would).
Some of this depends on how willing Zargon is to consider a Mercenary or other ally to be treated like a hero in most circumstances. Encarmine's suggestion for ROTDM was to focus not just what on the text says for them but also what it doesn't say. If a restriction is not outright spelled out, then it was implied to be allowed, in their intention.
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