hehe^^
but THP can´t temporarily revive you...
But if you gain THP from an interrupt, then the THP would be eaten before your real hit points, and *might* prevent you from going down.
hehe^^
but THP can´t temporarily revive you...
But if you gain THP from an interrupt, then the THP would be eaten before your real hit points, and *might* prevent you from going down.
I think clarifying Immediate INterrupts might help more - An Immediate Interrupt _can_ interrupt an action and possibly "undo" it - but that only applies when it is triggered specifically by an action and not something else, even if that something else is a result of your action.They probably just need to get rid of the "immediate interrupt" wording to clear this out, and define it's own timing. Otherwise, it's very easy to misinterpret the intention, and to think it works like any other immediate interrupt, potentially negating the damage with simple tricks like Power of Skill/Overwhelming Strike even at level 1, let alone using paragon tools.
If they want to keep it an immediate action though (so it's not combined with other immediate actions), there isn't a very good way to clarify this.
It may be best to simply allow it to work as an interrupt, but perhaps limit it to once per encounter.
On the other hand, if you read it as you take damage, then you stop at zero and don't resolve the rest of this damage yet, interrupt the space below 1 and before you zero, then continue taking damage, then temp hit points would keep you at 0 with temp hit points which would be chewed through first for the damage left to take you below zero. If you have positive hit points, then you'd be zero with temp hit points.
You are right in saying this interpretation wouldn't be very playable, but it's not quite how I believe the rule works (or at least is intended to work).
I don't think you stop taking the damage when you hit 0 hps because of this power. You take all the damage. If, after taking that damage, you are at 0 or fewer hps, you may use this power. Normally, you would fall immediately unconscious, but this interrupts that allowing the attack to resolve before unconsciousness sets in.
... and I must admit that the "no opportunity/immediate actions on your own turn" leads to some rules interactions that I don't like (such as delaying one's movement to the fighter's turn to avoid his Combat Challenge attack).
I agree that healing is what the minotaur should be looking to milk from the attack. I think that if you could get some DR out of an attack, then the minotaur could conceivably reduce the damage so that he doesn't actually drop to 0.You can still invalidate the being at 0 hps trigger, but you do this by healing yourself not by killing the attacker.