So, I just got the sexy new Lurker expansion, and after searching the forums, there were a couple questions I still had about gaining power tokens.
1- Can you get power tokens the from the healing effect when you first receive a pact?
*Example: An investigator has 2 stamina out of a maximum 6. At the beginning of a turn, he opts to gain a Blood Pact. He would normally gain 4 stamina for taking it. Can he opt to take 4 power tokens instead? Basically, I'm wondering if the pact is considered "in play" and usable when you gain the stamina from taking it.
2- Can you mix and match power tokens and sanity/stamina when you get healed?
*Example: If an investigator goes to the asylum and heals multiple sanity, can he take some sanity and some power tokens?
3- Can "overflowing" stamina/sanity turn into power?
*Example- An investigator is missing 1 sanity and gets healed for 4, can he get 4 power tokens, or just 1?
4- If an investigator heals up to "Maximum Stamina" or sanity, does he get the option to gain his maximum value in power tokens, or power tokens equal to the amount he's missing?
*Example- Harvey Walters has 2 Sanity out of his maximum of 7, and has a Soul Pact. He goes to the Asylum and spends $2 to heal up to his maximum sanity. Can he gain 5 power power tokens or 7?
--personally, I hope you can't use overflowing healing to get power tokens. (questions 3 and 4.) It opens up a lot of potential abuse. You could stack a Healing Stone, a Heal spell, the Psychiatrist or doctors investigator abilities and multiple other effects to generate 4 or more power tokens for free each turn. If you had all 3 pacts you could easily blow all your power each turn, spending it any time there's a die roll, health or sanity loss, or money to spend, so you never have any power during the Mythos phase.
One complaint I've seen is how easy it is to get rid of Power Tokens, thus avoiding the worst reckoning cards. I have a house rule I'm thinking of implementing to make it harder to get rid of power tokens. The rule is that you can only use Power tokens after you've spent the "real" copies of the corresponding resource. So, you could only spend them for dice after all your clues are spent, for stamina loss after you've gone down to 1 stamina, and for money when you're out of dollars. (Example- If you got hit for 4 stamina and have only 2 left, you'd have to lose 1 stamina before spending power tokens to prevent being knocked unconscious.) I think this rule would also emphasize the desperate nature of accepting the Lurker's help.
Another possible house rule as an alternative or addition to the above would prevent "overspending" power tokens on die rolls. The rule would state that you can't spend any more power tokens after you've succeeded on a roll. As it stands, you can just blow all of it on a skill check you've already succeeded on, which seems anti-thematic. I think that for encounters with variable success charts, you could spend power tokens until you've achieved the most successes possible on the chart.