whitebeard wrote:I though the "wall" was the obvious conundrum in the original problem statement.
D'oh. Sometimes I use a lot of words to say nothing at all.

Let me try addressing your original concerns directly this time:
whitebeard wrote:My players have been taking advantage of the EWP by calling this 0 and then drinking a potion! I plan to fix this by tracking negative BP and even prohibiting self admistered potions / spells if you go negative.
This quote indicates you view the current situation (with BP only dropping to 0) as a problem. Tracking negative BPs, by itself, only solves the problem of making better healing potions sufficiently more valuable than lesser ones. If you want to further encourage the
active drinking of potions, rather than the Heroes saving them to stop death with that one US rule, then yes, prohibiting 'reactive' potion use at 0 BP or less will certainly do the trick.
whitebeard wrote:In response to your concerns, perhaps moving the "unconscious" threshold to -2 BP would give the needed room? Forcing anyone at 1BP to drink their potion. And -3 BP would be instant death, requiring the Elixir of Life?
That would help, yes. For your playgroup, that might be a little too generous even; perhaps instead:
1 BP or more: Alive and able to drink potions normally.
0 BP: Dying, but conscious enough to drink a potion.
-1 BP: Dying and unconscious. Better hope your allies are nearby!
-2 BP or less: He's shuffled off this mortal coil; this is an ex-Hero!
Heroes sitting at 3 therefore don't have to fear unconsciousness except from taking four points of damage at once, which will only happen from the strongest monsters' physical attacks. That seems fringe-unikely enough to not have to worry about as a gameplay concern. (

vs

deals 4 damage about 1% of the time, but 3 damage around 8-9% odds. Firestorm also exists and deals 3 damage 44% of the time.)
whitebeard wrote:I don't sell healing potions to the heroes, which expansion is that? You might consider making what is available at the shop limited and subject to a roll of the dice. The new armory I'm working on has rare (1-2 on a red die) and very rare (1) items (roll at the beginning of the quest).
The various US expansions have Alchemist's Shops selling four types of hideously overpriced potions on the inside cover of the Quest Booklets (different ones in each pack). However, since you asked, my particular system is basically slev's 2008 rendition of HQR, but with colored dice and altered prices. I have considered having a limited Armory, Alchemist's Shop, etc., but have not yet implemented one (although I also haven't discarded the idea).