Heroic Recovery timing with Recovery Rolls


General Discussion


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These are the two rules I'm trying to sort out the timing of:

Recovery Rolls:
When you’re dying, at the start of each of your turns, you attempt a special flat check to see if you get better or worse....

Heroic Recovery
You can spend 1 Hero Point at the start of your turn or when your dying value would increase in order to return to 1 Hit Point, no matter how close to death you are. You lose the dying and wounded conditions and become conscious.

As I read it, if a player is Dying, at the start of their turn, they could:
1) make their recovery roll and examine the results
2) if they fail it (the dying value would therefore increase), they could spend a Hero Point to return to 1HP and lose the Dying and Wounded conditions.

Is that correct? If so, this seems a sure-fire way to stave off death once a session. You could make recovery rolls until you are going to increase to Dying 4 then spend your Hero Point.

An alternate interpretation is that at the start of a player's turn, they would need to decide between making a recovery roll or using a Hero Point.

Thoughts?


Pathfinder Roleplaying Game Superscriber

Your interpretation is correct, and yes using Hero Points to avoid death is really really strong right now.

IMO to even be competitive the other Hero Point options need to be brought down to 1 point each.


I would love to see the other hero point options brought down to 1. It would be nice for my group who has used hero points for rerolls and extra actions frequently and only once has a hero point been used to stabilize (First chapter, Goblin Alcheist got critted down by Drakkus and didn't want the party to feel quite as urgent in their need to heal him) in the entirety of Doomsday Dawn.

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