Anderas wrote:j_dean80 wrote:NA rules are very clear in terms of Hero death and potions:
How A Hero Escapes Death
As a Hero, if your Body Points have been reduced to zero, there are two situations where you can save yourself:
1) If you have a Healing Potion in your possession, you can immediately drink it. The potion will instantly raise your Body Points above zero, restoring you to life.
2) If you are a spellcaster with a Healing Spell, and you have not already performed an action on your turn, you can be healed by casting the spell on yourself.
Important! After your Body Points have reached zero, you can never be saved by a fellow Hero's spell or potion. It will be too late. You will have died by the time it is your fellow Hero's turn--the only time when he can cast a spell or give you a potion.
The EQP/BQPs clarified Hero's passing of items:
*Passing Items: A Hero can pass a potion, artifact, weapon, or any other item to another Hero only if the 2 Heroes are in adjacent squares and neither Hero is adjacent to a monster.
Respectfully, of course, I have to disagree with you.
Anderas wrote:This reads so that you can heal yourself even during the enemie's turn, prerequisites are only that you didn't use your action during your turn and that you still have a spell.
No it does not, as it states "if... you have not already performed an action on your turn. The word 'already' implies that it is still your turn. As death can happen on your turn via traps, it does not read on the monster's (Zargon's) turn.
Anderas wrote:This goes directly against another rule, that you can take use your action only on your turn. So either it is meant to be an exception or it is yet another inconsistency.
I guess it is an exception.
It goes against my every instinct to hide an exception somewhere on page x of the rule book, not mentioned under "turn order" and not on the game card.
The game cards override the rule book, the quest notes override both. If there was this exception, it really should be on the game card, like "dispell". So if it is meant to be an exception, it still is an inconsistency.
If it is no exception and can be used only before turn end, it becomes nearly useless. Doesn't feel good either way.
So now you got me thinking if I should put this on the healing spell cards of
my own wizardry system.
I'm all for adjusting the rules when befitting the game and making specifications when the rules are unclear.
However I still have to disagree on the intention of the noted text. The cards would have specified something
about being able to cast these spells out of turn order. "Flashback" and the Chaos spells "Mirror Magic" and "Dispell" in the Elf Quest Pack is the only spell where this can be done.
To find a point of contention where the Elf or Barbarian quest packs are MORE considerate then the original game system is unprecedented!
Even with the condition of not using your action on your turn, allowing these spells to work during a monster's turn seems a little too powerful.
Another portion you've noted that just slipped by, which I've never noticed before until now:
b]Important![/b] After your Body Points have reached zero, you can never be saved by a fellow Hero's spell or potion. It will be too late. You will have died by the time it is your fellow Hero's turn--the only time when he can cast a spell or give you a potion.
[/quote]
By this quote, it is almost explicable that heroes CANNOT pass items unless it is their turn. I've been playing it wrong.