A sketch for the Movement Lore
This is not meant as the final version, just as a starting point.
The Lore of MovementSub-Lores ("Chapters, Secrets, Scrolls")
Movement can be devided into the sub-Lores of
Movement of Heroes and
Movement of Monsters.
In the original game, the two are handled in different ways.
A module might cover any one of these, or cover the whole Movement lore. In the latter case, it can still, but doesn't have to, provide different movement rules for Heroes and Monsters.
However, as the game mechanics of Heroes' and Monsters' Movement are the same, similar Basic Rules and Values apply to both subcategories.
Basic RulesDefinitioinMovement indicates how far the Heroes and Monsters can move in a turn. It's the
maximum distance a figure can move. If not stated otherwise in an individual module, movement is not mandatory, meaning the figure may move any distance between zero and the given Movement in this turn.
StepsMovement is generally measured in
Steps. If played on the original board, one
Step equals one square on the board. It's strongly advised to use squares (or a similar pattern), even when making rules for outdoor quests or other areas where such patterns don't seem to come "naturally". It will make playing much more simple and enjoyable (plus, it's more HeroQuestian).
If, however, an author for some reason decide not to use a pattern, it is still
required for compability that he provides a method to measure distances in discrete "steps", e. g. by using a ruler. These steps
must be in a scale that still roughly equals the gameboard squares, which would be slightly more than a meter / yard in "figure space".
Even when playing on a pattern, a step must not always equal an actual square - for example, think of a rule that states that a "small action" like opening a door under your way would cost "one step". So "Steps" is the theoretical unit for movement rules, wheras "Squares" are the real distance the figure travels on the board.
Moreover, still to keep the Movement compatible with other rules, keep in Mind that in the Original rules, the Heroes' Movement is 2 to 12 Steps, and make up your rules in a way that keeps movement in roughly this range.
Basic ValuesThe Basic Values of Movement are the Movement Index and the Movement Result.
Movement IndexThe Movement Index is a number of Steps that is added to the Movement of a figure in the given turn. It is zero by default, but can take both positive or negative values according to other rules. If negative, the appropriate number of Steps is of course subtracted from the Movement.
Moreover, the Movement Index is an attribute of the Heroes (and Monsters). Different heroes may have different Movement Indices. Still, the average for a new Hero should be zero.
The Movement Index is the "handle" for
other modules of
other Lores to affect movement.
For example, a module about equipment may list for every type of armor how much it hinders the movent. It just states a (negative) Movement Index value for each weapon. This will affect movement without interfering with the rest of the movement rules. As the Movement Index is a character attribute, a Module of the Heroes Lore may introduce new races with special movement abilities, giving them a personal Movement Index other than zero, or a Module of the Lore of Experience & Advancement may give the heroes the chance to increase their Movement Indices over time.If there are more than one "other" rules affecting the Movement Index (e.g. a personal Movement Index of a hero plus a modificator for carried load), they are all added together (of course, negatives are subtacted) before adding them to the Movement.
To keep this working, it is strongly advised not to affect the Movement Index in the Movent rules themselves. Just leave it alone, treating it as a "black box" containing an unknown variable, and add it to the movement "as is".
Movement ResultThe Movement Result is the maximum movement for this turn as calculated by the rules,
before the figure starts moving.
So the Movement Index is already "in" the value of the Movement Result, as well as all modifiers the rules of the module may provide.
All Steps the character looses "under his way", because he is stopped by a monster or obstacle, uses up "steps" to open doors (if this is in the rules) or just decides not to go the whole distance etc, do
not affect the Movement Result.
The Movement Result is a Basic Value because it can be affected by other modules. Whenever a (non-Movement) module requires to modify movement by a
multiplier rather than an added fixed value, it may do so by the Movement Result.
For example, the author of an Equipment module may think a special type of armor is so heavy that it halfes the movement of a character rather than just subtracting 5 Steps. To do so, he may state "half Movement Result".However, I would advice authors to avoid such situations and use the Movement Index whenever possible.
How to make Movement rules(by Sadkitchen, based on the discussion in the forum. Carefully adapted to the terminology given above by your's truly)
The following outline gives a fairly throughout system how to make rules for movement. It only covers movement as such, without any modficatons. Of course, module authors are not bound to do it this way - more exotic ways are surely possible, but for all normal purposes, the ideas given here will work very well. If you use them, it would be best to also use the same terminology.
Movement: The maximum number of
Steps a Hero can move during a regular movement phase of his/her turn.
Movement calculators: There are three ways to determine movement;
Fixed,
Variable, and
Mixed.
Fixed: Your Hero moves the same number of
Steps every turn.
Variable: Use a formula to determine the number of Steps your Hero can move at the start of each turn.
Mixed: Your Hero will either have a choice or be forced, based on the situation, between two or more
Movement Calculators.
Use one of the following 267 modules.
Original HeroQuest ModuleMovement of Heroes:
Variable: Movement = 2 Red Dice + Movement Index (MI).
Ethica's Module (referring to the
Is 2 red dice for Hero move best? thread)
Movement of Heroes:
Fixed: Movement = 7 + MI
SadKitchen's Module (also referring to the Hero move thread)
Movement of Heroes:
Mixed: If no monsters are on the board at the beginning of your Hero's turn, Movement = 12 + MI, else Movement = 2 Red Dice + MI.
Big Bene's Module (also referring to the Hero move thread)
Mixed: At the start of your Hero's turn, choose between a fixed move of 7 + MI, and a variable move of 1d6+3 + MI.
Barbarian has a personal MI of 1, Dwarf has a personal MI of -1 (but these should be stated in a
Heroes Module).
Random module somewhere between 20 and 214
Mixed: If it is the 12 day of the month, Movement = the number of heads from 15 flipped pennies. If not the 12th but it is a Sunday Movement = 2. All Else movement = number of monsters on the board + 2. In all cases, add MI.
Plus, the
Heroes module states Barbarian's
Movement Result will always be 6 or higher (raise lower results to 6), and the Dwarf's
Movement Result can never exceed 10 (lower higher results to 10).
(Though rater unorthodox, I put this in to show how just about any rule would work, even the less sane ones)