Originally Posted by
LordEntrails
One of the problems with limiting token movement is how to handle exceptions. Many games (like D&D) have where character can move different distances based upon the actions they chose. Such as, double movement, dash, running or charging, feats/abilities used, spells, etc. So now you have to code in all these actions so that you know on this given turn a token can move more than it's listed speed. And then what happens with forced movement?
Yes, all these things can be accounted for, but the return on developer time may not be the best use of such time, plus the trade-offs on user interface and experience may or may not be desirable by any given user.
As for Token Locking, the devs have stated it is a high priority that they will evaluate how best to do it following full release. That tells me that they have some ideas on how they might improve it over how it works in FGC. That if they just wanted it to be the same as now, it probably would have already been done (unless somehow their is some strange technical reason, but I doubt it). So, in the end I suspect the feature will have much more capability than it does in FGC.