Your description of my rule looks better- thanks. Now only a random move value needs to be recorded on a Hero's character sheet, X +1d6 (my preference is to list the random die afterwards). Your simplified version of random and fixed movement is simple, and that should make it appealing to more players.
However, I'm sticking with a fixed move value of X +4, instead. I'm not looking to motivate or discourage choices of random rolls by assigning a 3 or 4. My inclusion of random rolls is
mandatory in order to reflect the tension and chaos of combat mixed with movement, while still fitting such rolls in with existing fixed-movement standards. I feel all other cases benefit by eliminating dice-rolling with a fixed move.
This being my aim and again using the Wizard fixed move of 8 as an example, setting fixed movement at 4 +4 instead of 5 +3 results in the following roll distribution:
1 ..... a minimum, guaranteed move of at least 5, which is the equivalent of a lesser fixed-move
2-3 ... random moves of 6 or 7, which are respectively 2 or 1 squares less than the fixed move of 8
4 ..... a random move of 8, equal to the fixed-move value
5-6 ... random moves of 9 or 10, which are respectively 1 or 2 squares more than the fixed move of 8
As any move of 5 squares or less is defaulted to as a fixed move regardless of attacking, only moves of 6 to 10 squares need to be checked-for using random movement. Those random results are evenly balanced around the die result of a 4.
Another reason I'm using X +4 is illustrated by comparing my slowest random movement possible to what already exists in the rules, a Hero wearing Plate Mail. Using X +4, an Elf wearing Plate Mail (fixed move of 4) has a random move of 0 +1d6, equal to the 1 red die of movement already allowed in the Armory description. Using X +3 would bump his movement to 1 +1d6 in order to achieve the same fixed movement of 4. In my opinion, affording this 1 square bonus to all random movement for Heroes is less desirable than assigning a 4 result for fixed movement. The effect is that more predictable, non-combat situations generally result in a Hero moving a bit better than in those involving monsters that actively oppose him. That makes sense to me.