- They do a lot- reduce movement to 0 red dice. The Plate Mail must be removed, or magic must be used to compensate (a Potion of Speed, Elven Boots, etc.)
- They do a bit- reduce movement to a d3, halving the result of 1 red die (round up).
- They don't- simply assign a single red die for movement.
- They don't, even a little- 0 Mind Points is dead in a real Hero Quest game.
Option 2 would require "calling" the d3 if it were combined with magic that added a movement die.
That brings up another question: How do Elven Boots (1 additional red dice to move) and Plate Mail (1 red die to move) interact? Normally, 3 red dice are rolled, and they wear out if identical numbers are rolled on any 3 dice (1 in 36 odds).
- They wear out quicker by requiring identical numbers on any 2 dice (1 in 6 odds) while wearing Plate Mail.
- 3 dice are still rolled--the 2 movement dice and a 3rd for checking if they wear out.
Here's another: How does a Potion of Speed (12 squares of movement, don't roll dice) combine with Plate Mail and/or shock?
- Movement is 0 squares for Plate Mail and shock, using option 1
- Movement is 3 squares for Plate Mail and shock, using option 2
- Movement is 6 squares for Plate Mail and/or shock, using option 3
- Movement is 6 squares for Plate Mail only--cuz 0 Mind Points is DEAD, using option 4
- Movement is 12 for Plate Mail and/or shock (potion trumps all)