by Kurgan » Wednesday June 21st, 2023 11:48am
My preference is that Magic Potions that make attacks stronger make ALL attacks stronger, not just adjacent/diagonal attacks with weapons (even barehanded). I don't extend it to spells. I respect that others will disagree and decide it only applies to hand weapons at close range, I just don't play it that way. I would treat a Spell much the same way. A couraged Elf would have his fists do +2 attack dice, but also his shortsword, his Spirit Blade and his Crossbow as well if he chose to use them. Zargon and players may quibble about "stacking" bonuses. What if you use a potion at the same time as a spell, and maybe there's more than one spell or potion (not necessarily copies of the same potion) at work at once? But I think whether the magic stops working because the attack is at range, is not something I agree with, even though those who say it's less realistic and therefore shouldn't happen (as opposed to its too strong and shouldn't be allowed because it makes the game too easy for the heroes) and the "realism" argument has some merit to it (unlike some other "realism" arguments people make to shift the rules in a certain direction).
As far as what was "intended" I literally think it can go either way. Literally it doesn't say it won't work for ranged attacks (many approach the rules this way, if it says you can't you can't, otherwise you can). It doesn't even say you have to be using a weapon for it to work. Then again others take a minimalist approach... if it says you can do something you can, but unless it says you can, you can't! But does the potion say any attack or does it exclude ranged attacks? Heroquest doesn't talk about ranged attacks the way, say, Space Crusade (1990, another MB game loosely based on the Warhammer universe) does (firing vs attacking to differentiate melee at close range vs. long ranged shooting... though that game never says you can't shoot adjacent enemies so most players treat it that you can in that game!).
I do think that the rules evolved from (obviously) Stephen Baker's unpublished original concepts for the game, to the 1st edition to the 2nd, to the Adventure Design Kit and EU expansions and into the NA edition (and the Japanese edition), and differences crop up in other official material. Here I treat the regional editions as their own games not necessarily an "update" like a linear progression since I think there were different people working on these versions. The designers of EQP/BQP were planning to revise some basic rules from the game system back in '92 (even if most of them didn't get published in the final version and were not picked up by the remake editions either) for their packs at least. But if you didn't own those, how would you know about those revisions? If you didn't buy or read about the Rogue Heir of Elethorn's lore card, would you know that's how multi-attacks were "supposed" to work, or guess that you couldn't have two Elves in the party at the same time (since they specifically REMOVED the paragraph explaining only one Elf per party in the 1992 Mage of the Mirror booklet)? It used to be they were thinking if you own those expansions you can use the assets from that in your other expansion, but what if you don't "own" it but your friend brings it over? What if it's 2002 and you can just pull up the PDF file on Hasbro Customer Care even if you have no plans to buy it, and reference those supplemental rules?
Back to the main question about the Magic potions and ranged weaponry...
The illustrations and some flavor text added in the PC game (if you care about that) implies the magic potion makes your muscles bigger, implying it "should" only work for thrown or other muscle powered weapons and probably NOT for a crossbow which just involves stringing the thing and then firing it with a trigger pull which wouldn't be affected by muscle strength (though I guess you could load and aim it faster, or maybe hold it steadier with stronger muscles?).
Would a power like Genie that involves rolling dice be affected? I think most of us have never thought of that because we figure the Genie is the one attacking the enemy, not the hero (you "THROW" the genie harder at the enemy, doing more damage??). So its limited by imagination and our comparing these things to the other fictions they are evoking (a double edged sword since sometimes they don't match at all... Gandalf the Wizard used a sword in battle, quite effectively too).
So I think if we want to "end the debate" to determine that the minimalist (it says you can) vs. maximalist (it doesn't say you can't) is the "right" approach, it's still ambiguous. The official stance of Avalon Hill now is that there is a right way, their way but that Zargon can do whatever he wants is also the right way (so there's two right ways). Zargon of course could decide "we are going to follow the rules as written of which I am the final interpreter and when it is ambiguous I will just make it up according to my own experience and imagination, period" if he wants.
Unless we can get Stephen Baker or someone else who was involved in writing the rules circa '89-92 on here or see some more notes we haven't seen before, it will remain a mystery. It's the opinions of Avalon Hill's people on how they see the game today vs. various fans making their own interpretations influenced by the biases on how they think the game ought to be.
Now when it comes to new, original creations of the Avalon Hill team, I'm much more likely and ready to take their word about their intentions at face value, since it is literally their own creation and recent too (no looking back to remember what they were thinking three decades ago or reading between the lines of some scribbles on photocopied paper).
We can all visit Avalon Hill's Discord and get an answer from Avalon Bill that is "official." We can go onto Twitter and ask "Zargon" or the AH twitter what is the "right way" and get an answer. Most players will never see that of course, unless it gets put into the Companion App (which has its own quirks, it isn't always 100% accurate to the printed rules, for example potions there work like spells, you can launch them at people from a distance instead of needing to hand them to the person adjacently on the gift giver's turn and then they use them, not counting the whole "honor system" which lets you use half the spells and nearly all the equipment however you want to even if it says "reference the card"). The power is still in the hands of the players and like it or not, the "Zargon has the final say" theme is still printed in two of the expansions, showing the designers back in '92 recognized that this was an important part of the game. There's a certain expectation that at least the skeleton or core of the game rules will be respected when one comes to the table, otherwise you're just making up your own game entirely, of course, but what does that precisely look like? Each table will have a different version of that, and that's okay.