Bareheaded Warrior wrote:I feel that my interpretation (accepting for the moment that my Heroic Brew grants the drinker +2AD for the next attack action only, I know that raises questions, but we can handle that separately) is simpler and clearer…
For me it's the other way round. Instead of stacking dice we play with extra actions:
- Heroic Brew and Courage: one extra attack action
- Holy Water: One extra attack action vs undead with autokill
- Orc's Bane: one extra attack action with 2AD each turn. The extra attack can be before or after the normal attack, but must be against an Orc. For example the barbarian can attack a Fimir with 3AD, then an Orc with 2AD.
- Swift Wind and Potion of Speed: 1 extra movement action (allows move-attack-move)
- Wand of Recall: one extra cast spell action (allows 2 spells like the original, but also atack and cast)
This way the artefacts and potions become useful and fun to play.
Anderas wrote:In my rule set I don't let someone attack twice in his one action. I just give an additional attack action. That way it's clear and simple.
The not so clear part is the one time effects. When does the extra attack expire? Let's say I drink a Heroic Brew, and my first attack kills the only monster in the room. Did I just expend my extra attack? Or was this my normal attack and the extra attack is still loaded? Or does it automatically expire when my turn is over?
But then, what about a wizard casting swift wind on himself after moving? He might want to save his extra movement for the next turn. The original swift wind triggers on his next movement. So he could cast Swift Wind, wait for 3 turns, then run with 4 dice. This would not work if the extra movement expired if he didn't use it this turn.
The way I think about is that the next action of the respective type uses up the extra action. So in the example with the one monster killed after the first attack, this used up the extra attack. In the second example the wizard can hold back his extra movement until his next turn.