torilen wrote:That said...I vote for the fixed movement, as well...while giving the dwarf and smaller creatures
less movement. (for example...why the hell does the goblin move so much??? it makes no sense)
My pet peeve was the Chaos Warrior moving 7 squares in Plate Mail. After retrofitting Hero movement to work with published fixed movement, I can see it now. Compare a Chaos Warrior's move of 7/defend 4 to that of a Mercenary Swordsman's move of 5/defend 4. They both wear Plate Mail and a Helmet, but the +2 move bonus is there to off-set the Chaos Warrior's 1/6 black shield defend die vs. a Mercenary Swordsman's 1/3 white shield defend die. Also, Chaos Warriors live in their armor, further justifying the bonus.
Admittedly, a Goblin's move of 10 squares tests fixed movement in HQ to it's limits. How do I rationalize it? I assigned the Dwarf a move of 7 to keep up with the Heroes and yet reflect a shorter stride. A Goblin moves like an unarmored Dwarf, but +3 better because of their reckless nature (compare a Dwarf's 2/3 starting defend chance vs. a Goblin's 1/6). Fewer, less-valuable, black-shield defend dice result in less-cautious, faster movement.
The Mercenary Scout also moves faster than his armor should allow, but his reckless nature gives him +3 move (from a base move of 9) at the cost of starting with 0 defend dice. Slower Mercenaries start with 1 defend die (the Crossbowman and Halberdier) or 2 defend dice (the Swordsman).
I was considering assigning a Dwarf Hero a starting move of 6, which is more in line with D&D. I chose a 7 move because it fit more symmetrically with the other Heroes' moves and still kept him a desirable choice. It also left a Dwarf's move equal to an Elf's while wearing Chain Mail, but faster while wearing Plate Mail (which feels right to me). To fit with a Dwarf's move of 6, the Goblin example above would further need to increase to a +4 move for reckless nature.