Count Mohawk wrote:If you cap a normal set of 2 dice to 8 (or, more generally, you can only roll a maximum of 4 per red die), you end up with an average movement roll of 6, while also avoiding a pluponderance of very low rolls as would happen in the straight subtraction method. I think I'll be changing my armory to reflect this way of thinking.
I was simply thinking that if you rolled 12, you could still only move as far as the cap allows but using 2 x 1D4's would work and it still gives a bell curve.
But wouldn't you end up with an average roll of 4, not 6?
cynthialee wrote:Otherwise you are going to often fail to catch up to the battles thus defeating the reason for the armor in the first place.
Nah, that's the whole point of the penalty. Sure, it's negated if they wait but when groups are split, they're running the risk of isolation and backup taking longer to arrive than they usually would or allowing the opportunity for the greedy to risk searching but you're tougher to hit.