Agreed and it isn't my intention to over-complicate things, but when playing with the Elixir of Life, and indeed in general, I like to be able to anticipate some of things that could arise in play, check for official guidance and make sure I understand it, and where that is missing float the gaps here so that we as a collective group of EWPs can determine ways to plug those gaps which are simple and don't have unintended consequences, thus minimising the chance of issues cropping up during play and having to plug gaps on the fly which is unlikely to be the best solution.
Some of the issues discussed I'm not particularly precious over, like whether using it is an action or not, I see administering the elixir to a fallen hero as being broadly equivalent to passing the item to them and them taking it themselves, which under my rules the "passing" part IS an action so this would be too, for consistency, however if under your rule set "passing" is free then this would be too. Equally whether it restores the fallen hero to 1BP or full BPs, it works either way so I'm not going to die in a ditch over that one, but some of the other issues I think are more pressing.
(1) SAME QUEST ONLY - I agree with the previous poster, for me, the intention is that it is used in-quest to bring back the fallen hero and not in later quests when that hero will have already been replaced, so a player attempting to use this item to resurrect a hero killed in a previous dungeon would get a NO
(2) USE AS A DEATH SAVE - All versions of the card clearly state that it's use is on a DEAD hero not a living or dying one so again, a player attempting that one would get a NO. And (1) and (2) combined means it would be of no use during a solo quest
(3) CORPSE - This is one of the open questions for me, can you just use it at any point, in the Quest that a hero died, as Kurgan suggests, and they magically appear next to you (drop from the top of the screen perhaps) or does it have to be used on the corpse. The corpse option feels more realistic (although realism isn't a big concern for me) and also more consistent with other aspects of the game, like needing to be adjacent to a hero to give an item. The additional "work" involved in marking the square of a fallen hero is minimal and is probably good practice anyway for the purposes of their possessions being recovered by heroes or monsters.
Kurgan wrote:After a nice discussion with HispaZargon and keeping in mind the "replacement hero with new name comes in the next quest" in NA rules as written (and that death saves are a thing) I think the most plausible "intention" for the Elixir of Life originally was to allow you to instantly return the dead hero to the side of the one using the Elixir if said hero died within the same quest (or within the same multi-part quest).
This interpretation eliminates concerns about "carrying the body." They wouldn't reappear with any gear since that gear is "dropped" in the place where they died, so you only have to worry about retrieving that stuff (if they died inside solid rock, then nobody can claim it).
Could you please share your concerns about "carrying the body" as I don't see that mentioned anywhere on the thread
If we went for the magically (re)appear option because it saving the hassle of having to move back to the corpse, but then having resurrected they have to move back to the corpse to retrieve the equipment then they might as well have gone back there to perform the resurrection anyway.
(4) NO CARDS - I think we are mostly agreed that the resurrected hero should return with NO CARDS* (although if they resurrect on the square that they died and their cards are still in that square then obviously they would pick them back up automatically) and any cards they had are removed from the game if the monsters bagged them or remain with the other heroes if they bagged them and can be returned, or not, under normal rules
(5) SPELLS AND SPELL BOOKS
Trickier one
a) If you take the lead from Legacy of the Orc Warlord that spells have a physical component then they should be treated in the same way as other cards, however there is nothing in any of the other text within HQ anywhere else that implies that spells need a physical component, and the Vancian logic behind HQs spells also suggests no physical components for in-game casting, so this is suspect.
b) If spells don't have a physical components then the resurrected spell caster would probably still have the same spells as when he died (or plausibly could have lost them, but a Wizard with no spells would weaken the Elixir further), but if you follow HQs Vancian magic through fully then if their Cards are lost then their spell book is lost, which has no impact on spell use in-quest but would prevent them from "loading" a fresh set of spells between games, rendering the Wizard forever useless.
This issue would be resolved by Cards being lost to monsters means the corpse is also lost and cannot be resurrected, the other option would just be to pretend that the spell books are not a thing in HQ (maybe spell "instructions" are memorised in the conventional way)
Either way that still leaves the challenge as to whether we should pile up the Spell Cards with the other cards and they can all be lost to monsters (and therefore the returning spellcaster has no more spells aka Legacy) or we assume that spells don't have a physical component so stay with the resurrected hero even if the physical stuff has been taken, in which case we need to have another look at Legacy rules as that would introduce a discrepancy.
Kurgan wrote:I realize that if you just go by what the rules state, as the Elixir only exists in the NA edition as an artifact (in the EU rules, it behaves totally differently, as a one-off in the notes of the Dark Company from Advanced Quest/Master Edition) it is a bit vague. The only rules about its use are on the card itself, and more than one can be found throughout the run of the "official" quest books under the NA (or remake) rules.
You are correct that The Elixir of Life has an Artefact card in the NA edition and appears as Quest Notes in EA edition but I'm not sure that not having a physical card included in the expansion negates the text, the Star of the West doesn't have a physical card in either edition but the Emperor still pays out!
Kurgan wrote:I am trying to discern the most likely interpretation that the designers intended, but admitting it is vague, and so I would propose something that retains that (as opposed to jettisoning it, as some would, because they just don't like it) based on the text we have, before adding homebrew tweaks and additions.
People have tried to come up with additional house rules, like saying that the Elixir user has to travel to the exact square where their comrade's "body fell" and that they can't use it under certain circumstances (like if the hero died by falling into a "bottomless" pit or was trapped "forever" inside solid rock**).
Assuming that we are not just jettisoning the SE text we have "The revived character can be placed anywhere in the room".
This text doesn't make it clear that the room in which the hero died and the room in which the Elixir is used are one and the same room, but if you choose to interpret that as meaning that they could be different rooms, then you have a further issue, in which of the two rooms is the revived character placed?
The text we have doesn't state that either, so whichever way you look at it, you have to make an assumption and I certainly wouldn't dismiss the "room in which hero died = room in which elixir must be used" logic as "a house rule", it is in fact the cleaner interpretation, one assumption - same room - rather than two assumptions - (i) the rooms are different AND (ii) the one the text refers to is the one in which the Elixir is used and not the one in which the hero died).
Kurgan wrote:That said, it's vague enough that Zargon can decide how it is used.
Indeed and this is one "Zargon" attempting to decide how it is used.