Healing: How A Hero Escapes Death
This topic has already been touched upon in various other threads, but as far as I can tell usually as a side topic from the main event, so can be hard to locate from the subject, so I've made a dedicated topic.
Other topics that contain pertinent information are here:
ATOH: Heroes return full health between quests as series, right?
Potions: how do they work?
Potions, Traps and Throwing Weapons
The Problem (1)
US Edition introduced the following new rule section that wasn't in the UK/EU version on p22:
Prior to this edition, the general interpretation was that being reduced to zero Body Points killed you straight out, although there was a common 'exploit'
that went something like this.
Many years later, when I discovered this forum and US Edition of the rules I was pleasantly surprised that this exploit was common enough that it had been written into the US rules. The Important! note from the quote above seems to support the logic in a backwards kind of way
You will have died by the time that the next turn starts, could be taken to mean that you don't die until the end of the current turn. A small healing window.
The Proposal (1)
That said it does open up the tactical option for Heroes to never use their Healing Potions until death, which I don't like, so I modified the rule so that a Healing Potion taken by a dying Hero (the Death Save) restores 1 BP, if taken by a Hero with 1+ remaining BPs then it restores D6 BP
The Problem (2)
In terms of part (2) of the above rule, the problem is more around what scenario it can actually be invoked. The only common ways in which you can be reduced to zero BP on your turn is through a search resulting in a Wandering Monster or Hazard card, but in both those instances the search uses up your action, or as a result of springing a trap, but generally traps state that the effects of springing a trap, end the Heroes turn..."This ends your turn"
So does part (2) of the above new rule really just boil down to - when a trap 'ends your turn' it really just ends the movement part of your turn, if you still have an action remaining then you can use it (includes using that action to cast a healing spell on your zero BP / dying self/corpse) or does it mean that you ONLY get to use the action for that Healing spell but not anything else?
Other topics that contain pertinent information are here:
ATOH: Heroes return full health between quests as series, right?
Potions: how do they work?
Potions, Traps and Throwing Weapons
The Problem (1)
US Edition introduced the following new rule section that wasn't in the UK/EU version on p22:
How A Hero Escapes Death
p22 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.
Prior to this edition, the general interpretation was that being reduced to zero Body Points killed you straight out, although there was a common 'exploit'
that went something like this.
Monster attack dropped his Hero to zero BP
"Ha you're dead"
"No, I've got a Healing Potion so I'm drinking it"
"You can't you're dead"
"But am I? Death isn't always instantaneous, I'm not dead for another few seconds, right now I'm just dying, and whilst dying I'm going to drink my Healing Potion"
Many years later, when I discovered this forum and US Edition of the rules I was pleasantly surprised that this exploit was common enough that it had been written into the US rules. The Important! note from the quote above seems to support the logic in a backwards kind of way
You will have died by the time that the next turn starts, could be taken to mean that you don't die until the end of the current turn. A small healing window.
The Proposal (1)
That said it does open up the tactical option for Heroes to never use their Healing Potions until death, which I don't like, so I modified the rule so that a Healing Potion taken by a dying Hero (the Death Save) restores 1 BP, if taken by a Hero with 1+ remaining BPs then it restores D6 BP
The Problem (2)
In terms of part (2) of the above rule, the problem is more around what scenario it can actually be invoked. The only common ways in which you can be reduced to zero BP on your turn is through a search resulting in a Wandering Monster or Hazard card, but in both those instances the search uses up your action, or as a result of springing a trap, but generally traps state that the effects of springing a trap, end the Heroes turn..."This ends your turn"
So does part (2) of the above new rule really just boil down to - when a trap 'ends your turn' it really just ends the movement part of your turn, if you still have an action remaining then you can use it (includes using that action to cast a healing spell on your zero BP / dying self/corpse) or does it mean that you ONLY get to use the action for that Healing spell but not anything else?
Hero's turn... Rolls to move, steps on a trap, reducing his body points to zero. He's got a Potion of Healing, the Armband of Healing artifact, a Spell Scroll for Heal Body, and the Water of Healing Spell.*
What about unconsciousness? In the expansions, being reduced to zero MIND points has different effects. In Kellar's Keep it's the same as death. Only an Elixir of Life can restore a hero in such a state. Some speculated that anything that could immediately restore your mind points (Potions from the Alchemist Shop in the NA edition for instance) could also be used to save a hero in this scenario. What about after the fact? In Return of the Witch Lord, such a hero reduced to 0 Mind Points is simply unconscious. This implies he is restored to normal so long as at least one other hero makes it out of the quest alive (he dragged his friend's body out too I guess). But gameplay wise an unconscious hero is the same as a dead one, but is his gear lost if a monster stops by (to "loot" the body?). Can someone use a Mind Point restoring potion on him at some later point to restore him mid-quest? You could lose Mind Points in the EU editions as well but recall there were no Alchemist Shops there, so no potions that restored mind points (and no Elixir of Life except that one from Dark Company that brought you back from death with 1 BP only).
In EQP/BQP zero mind points doesn't mean you're dead or unconscious, but rather going into shock with reduced powers. It was never clarified in the classic era whether a Hero could escape the state of shock (before the next quest when everything would be restored to normal it could be assumed) but in the remake era "Into the Northlands" online quest clarified that anything that raises the Hero's Mind Points above zero would cure the state of shock immediately, so this could take place even after the incident from the action or item of another character. Going into shock isn't death obviously, but it's here for the sake of completeness.
Rogar's Hall (suggested by Baker as another alternative beginning quest or before the main sequence, though later retconned in the opinion of other AH people that it should come later in the sequence) free quest throws this all to the wind by having "Mentor" automatically heal any dead heroes with the only limitation being the stock of Healing Potions from the Treasure deck. This blatantly violates the basic rule, but it's a training quest (and one that is actually meant to end in failure most likely) so all bets are off. As written, there is a severe limitation here in that there are only three healing potions (determined by die roll so they might only give you back 1 body point!). Of course the Heroes also will have the same opportunity to escape death using the two available healing spells as with any other quest using the default spell options. This quest seems merely to be meant to be experienced, because whether they succeed or fail, they move on to the regular quests after with little to show for it but the bruises.
The Japanese edition of the game handles things a bit differently. No last minute saves, but the first time you die, you get restored at a Temple (and return in the next adventure) but lose any gold you had. The next time you're dead for good until someone finds the Talisman of Lore. Like the NA's Elixir of Life, it's a bit vague how it is to be used, but one might imagine that it brings any (or all) dead hero(es) back to life on the spot... or it could be used to bring a dead hero back from an earlier adventure even (though no provision is made for more than four heroes at a time) or simply as a behind the scenes thing that happens between quests to retain the name of the old character that otherwise would have perished. This Artifact (Artifacts are called "legendary treasures" in this edition) stays with the Heroes for the remainder of their adventure. Strictly as written, the Talisman allows you to come back to life over and over again, making you (and your party) essentially immortal, with the only downside that each resurrected character loses their gold (gold in this edition is used to "level up" your max body points... though it doesn't say if this progress can be lost by dying). What is the "range" of this thing? Again like the Elixir of Life, it isn't really clarified and so is up to Zargon (or Grimdead, as the evil GM character is known in this case)'s discretion. One who was more difficulty minded might interpret it to mean that the quest ends but you all get to come back again in the next one without having to change characters rather than instantly "respawning" though I think that interpretation is perfectly valid.
In the end, HeroQuest can be whatever you want it to be, as long as everybody at the table agrees! (Zargon is the ultimate authority, by agreeing to play, you agree to abide by his rules)