Healing: How A Hero Escapes Death
Posted: Tuesday November 29th, 2022 4:58am
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?