DClown said:
I think some people are reading the word MUST incorrectly. 'Must' imparts an imperative. An imperative, or a requirement, does not however grant an accompanying ability. Just because you must do something, doesn't mean you can do it. If I am bitten by a rattle snake I must get to a hospital. That doesn't mean I can get to a hospital, it just means I've been given an imperative to get to one. If I'm on the interstate, I must drive the minimum speed limit. If my car has engine problems however the granted imperative doesn't magically fix my car.
This power gives you an imperative that you must use the granted action point prior to the end of your next turn. It does NOT grant the ability to actually use the point. If it did explicitly say 'an action point that you can use before your next turn' then the specific beats general clause would be applicable, but as worded that clause is not relevant. A requirement does not grant implicit ability, however it does come with an implicit consequence. The implicit consequence is often that the ability to the perform the action is stripped. It is important not to confuse the consequence with an implied ability granted with the requirement.
Thats all a pedantic way of saying just because you HAVE to do something doesn't mean you CAN. Look at it this way, if the power gave you an action point that you must use, and a monster killed you before you could use it, the requirement to use the power doesn't revive you just so you can use the point. There is no granted ability in the wording so the 1 action point per encounter rule applies.
Well said, and well deserving of being quoted and repeated.
Must use before the end of round doesn't imply that can break other rules to use the action point.
Up to now, there's been some "Apples vs. Oranges" discussion here.
The whole "Specific vs. General" rule has been invoked, but those who are invoking this rule are actually invoking a specific apple vs. a general orange.
In other words, if it specifically stated "this extra action point may be spent even if you've already spent an action point", then you would have a specific ruling about the 1 AP per encounter rule that trumps the general limit of 1 AP per encounter.
But it doesn't say that.
In fact, it doesn't say anything about how many APs you can spend this round.
So, what is the "Specific vs. General" rule here?
Generally, you begin each day after an extended rest with 1 AP. Generally, you gain 1 AP every milestone (two encounters). Specifically, this power allows you to gain an AP in a way that is not generally allowed.
Therefore, the "Specific" rule that you gain an extra AP trumps the "General" rule that you start with 1 AP and gain 1 AP every milestone.
Furthermore.
Generally you can save AP until you wish to use them. Generally you lose all saved APs during an extended rest after which you begin a new day with 1 AP. Specifically, the extra AP you gain with this power must be used by the end of your next round.
Therefore, the "Specific" rule that you must use your extra AP by the end of your next round trumps the "General" rule that you can save action points as long as you like until you choose to spend them or take an extended rest.
So, when invoking the "Specific vs. General" rule, make sure you're invoking it with the correct spcific rule vs. the correct general rule.