Essentially, rather than rolling a number of red dice and adding them together (typically two red dice, for a total between 2 and 12 spaces), you only take the HIGHEST roll, for a total movement of between 1 and 6 spaces per turn. This will effectively halve all movement, but increases the chances of rolling higher values for a more consistent movement per turn of around 4 spaces.
All Monster movement is halved (rounded down, minimum of 1).
Plate Armour still only lets you roll one die for movement, taking away the normal benefit of having a second attempt at rolling high for movement, and thus making it more likely that you will roll lower totals for movement without holding up the entire party.
Swift Wind and Potion of Speed doubles the amount of dice you can roll to determine your movement (normally from 2 red dice to 4 red dice).
For the statisticians, the chances of rolling the following totals or higher for movement are:
= 1/6 + 5/6*1/6 = 6/36 + 5/36 = 11/36 = ~31%
= 2/6 + 4/6*2/6 = 12/36 + 8/36 = 20/36 = ~56%
= 3/6 + 3/6*3/6 = 18/36 + 9/36 = 27/36 = 75%
= 4/6 + 2/6*4/6 = 24/36 + 8/36 = 32/36 = ~89%
= 5/6 + 1/6*5/6 = 30/36 + 5/36 = 35/36 = ~97%The ultimate aim here is to try and turn the Move characteristic away from just how far you move, but also into a form of check that can work like a Reflex save, that can be used for dealing with Traps. For example, a Hero jumping over a pit currently takes 1 damage if they roll a
on one combat die, which is 3/6 of the time (50%). I want to change that so that if you jump across a pit, you roll combat dice equal to your Movement, and if ANY die results in a
then the hero crosses the pit successfully. Since rolling a
on two combat dice equates to rolling
or higher on two red dice, we can see that this would take the chance of success from 3/6 (50%) to 27/36 (75%).This will make all quests take roughly twice as long, so it is recommended that some sort of Evil Wizard deck be in play in your games.



= one hit & pushback
= cancels one hit
















