by Big Bene » September 5th, 2011, 3:30 pm
Yes, this would be a way to do it.
Although I personally rather was thinking about something like this:
Basic Value is "Movement" (abrievated as "M"), which is for the original heroes:
Barbarian: 5
Dwarf: 3
Elf: 4
Wizard: 4
A module could now define that the heroes move is determined by 1d6 + M. Another one could define it as 2 x M. A more elaborate module could state that in combat, the heroes move by 1d6 + M, whereas in turns without combat they move M + 4 (Daedalus' approach), Or else that the player may choose each turn to move M + 1d6 or M + 3 (my approach). Each of these modules could add "special" rules to take into account armor, carried load, wounds, moving silently, etc.
The original game system would therefore be a "module" that defines movement as M - M + 2d6.
Point is, if we have a Movement stat as Basic value for each hero/monster class, we could just modify this value when making new heroes or monsters, or when writing rules for armor/equipment or for advancement/experience which affect movement.
It would affect just the Movement Basic Value, and by doing so, also affect the heroes' movement in the desired way, but will still not interfere with the more elaborated houserules for movement the group may have adopted.
Let's say I want to write a module about carried load. This would be a module that fits into the Equipment category, as it wold mainly restrict the amount of equipment the hero can carry. I decide, however, that I also want it to affect combat and movement. So I define that every 20 lbs a hero carries decrease his Movement (M) by 1. The players still may use their favorite Movement module, but it now also reflects carried load.
(For the original game system, this would be M - 1 (for 20 lbs carried) - M + 2d6, resulting in 2d6 - 1, which would be the original movement rule, with a modification for carreid load, just as intended).
The values given above (Barb: 5, Dwarf:3, Elf/Wiz: 4) are of course open for discussion. But even if we agree upon them, the author of a module can modify them as he sees fitting. When he wants to dope the Elf up to Movement seven, it's up to him. But still, another module (as our "carried load" one) would affect moement singely through the Basic Value Movement, so even in it's modified form it would take the load malus of 1 by 20 lbs (still - only an example!), and by this, the whole Movement rule system would "inherit" this malus.
Of course, the same purpose could be fullfilled with a random number as Movement Basic Value, as you stated it:
Barbarian = 2d6
Elf = 2d6
Dwarf = 2d6
Wizard = 2d6
In this case, the game system would be a "module" which leaves the Basic Value unchanged (movement is defined by M x 1), and, for example, Daedalus' approach would be a module which defines Movement as M/2 + a special "class bonus" (Barb:5, Dwarf: 3, Elf/Wiz: 4).
It would be more "true" to the original, but for practical purposes I would still stay with a fixed, class-based Movement Basic Value and add the random factor in the module. It's just easier to calclate.