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mitchiemasha wrote:Random movement! I'm other sided and not a fan of fixed movement.
Not knowing how far you can and can't move adds excitement but get that some people don't see it as realistic. I See it as how well your character got it's footing.
I like that, I might do another conversion option like that.knightkrawler wrote:When I started to write houserules, I partially fixed Hero movement to 1d6+4.
Minimum Movement Stat
Each character has a minimum Movement Stat (MS), Dwarf 4, Barbarian 5, Elf 6 and Wizard 5. A value rolled lower than your movement stat is ignored unless it’s a double then the Hero gets a choice.
Rolling Doubles Creates Effect
Double 1 Trip! Move upto 2 and trip, DM rolls as if attacking 1CD, Hero rolls normal defense if needed.
Double 2 Stand Fast! Move your MS or Stand fast, don't move and get 2 attacks.
Double 3 Distraction! A glimmer in the crack of the wall distracts you!
ignore it and move your MS or Investigate it, move upto 3 and pick from the Treasure deck.
Double 4 Excellent footing! Move - attack - move. Move upto 4 - attack - move upto 4
Double 5 Charge! Move your MS in 1 direction and get an extra attack die bonus or move upto 10*.
Double 6 Too Fast! Move more than your MS and lose the ability to attack.
Rule Reason.
I prefer 'roll to move' over 'fixed movement point' mechanics as knowing how much you can move can be boring. Rolling doubles always seems exciting but in HQ nothing reflects that emotion, these add on rules change this. They reflect more how natural circumstances roaming the wild or a dungeon might influence how fast you can progress. Rolling a high number signifies excellent footing as you advance but not too fast, you might trip! A low number reflects poor footing, limiting your progression that turn. Imagine the heroes charging forward in say 'lord of the rings' in 1 of those panned out scenes, as they scurry forward across unknown terrain, footing matters.
*still working on this 1
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