@Griton ... I know you have been an active participant, so please don't take this the wrong way
Welcome to FFG. I can't begin to tell you how often, with some of their games, that they make rulings, then revise the rulings, then re-rule on the rulings, etc. It can make your head spin. All you would need to do is look at the evolution of FAQs as it pertains to Descent First Edition, and it would make you sick how often there were flip-flops, changes of direction, rulings on rulings, etc.
Heh, oh I know. I've seen it a bunch.
And really, there may not be all that many situations where it matters too much. (A lot of the examples in this thread were hypothetical). I guess in the case of the Heavy Cloak, the Overlord wouldn't have to declare how they were spending surges before the Hero had to decide whether or not to use the Heavy Cloak.
I'm starting to think that I may have been conflating "After Dice are Rolled" with "When you attack" / "When you activate", etc.
Actually, this is one of the things that frustrates me to no end about some of FFG's games in general, and Descent (First and Second edition) in specific.
So often you read the rules (in this particular case the turn order), and you feel that you have a solid understanding about how things should work. Then someone else reads them, interprets them in a different manner (perhaps in a way that you feel no sane person would), and a "discussion" ensues (read vociferous debate ).
Sometimes it is a literal vs interpretation issue of the rules; sometimes its people putting their bent/fluff issues in play; sometimes it is FFG's own rulings/contradictions.
I have often thought that the biggest draw back to these games is (and please note that this is just my OPINION) the PERCEIVED lack of:
1) Play testing - not just the base game, but all interactions between expansions, new classes, new skill cards, new shop items, etc.
2) Defining key words - several of my group feel very strongly that FFG would benefit IMMENSELY if they would simply create an appendix to their rules which contained a section of Key Definitions of Terms. For example, in Descent First Edition, there was a debate that existed for about the first three years of the game as to what constituted an "empty" space. Eventually, and official FAQ ruling came down, but this could have been avoided by just defining the term up front.
3) Quality writers - this goes hand in hand with both points above. Find truly gifted documentation people - people with writing degrees, that know how to get across key points.
Anyways ... just my rant & wish list. Still love the games. Still have fun. But I could do with a little less of the "discussions" we sometimes have.