If you're going to pull that [shades of meaning] card, you need to tell me what you actually mean when you use those words, because I'm not aware of any differences appropriate to this context.
Really? I'd thought that the quick / fast connotation dichotomy was pretty well-known, though upon reflection I see that could easily have been just an assumption on my part. Regardless, to be clear, it's always been my understanding that words like fast, swift, fleet, expeditious, haste, and speed all describe
one movement in
one direction. The action that these words describe is one that can be quantified in a single expression of distance over time. In contrast, the words quick, deft, nimble, adroit, dexterous, and agile carry an air of more
complex movement, motions in multiple directions, carried out with precision and in rapid succession.
Speed means moving fast. Agility means being able to move fast . . .
Not quite. Agility is not the ability to move
fast, it is the ability to move
suddenly.
I guess if you separate them into acceleration and top speed it makes a bit of sense, but peoples' bodies don't work that way.
Actually, they do. American Football provides a perfect example: For a running back, top speed is paramount--both to get to the ball's destination in time to catch it, and to outrun the opponents trying to tackle him before he does so. So the ideal build for him is a man with very long legs, to get more distance out of every stride. But for a linebacker, the goal is to ram into the opponents with as much force as possible, to knock them over and dominate the field. Because the force of impact is determined by mass times the
square of velocity, the linebacker's speed is more important than his size--and he has less than
one second to attain that speed, so for him it's
acceleration that is crucial, & so the best build for a linebacker is one with relatively
short legs, so that his muscles will have more leverage to help get his mass moving instantly.
Agility won't help you outrun a pack of vicious dogs in an open field, and Speed won't help you dodge an arrow. A man who can throw a second and even a third aimed dart before the first one hits is quick, while the darts themselves are fast. That's all I'm saying.
Even if we tried to tie all movement ("going between jobs") to a Speed attribute, you'd still have the issue that being fast on land makes you fast in water, which doesn't actually solve anything with regards to your recent argument. As I've said before, it seems like a Running skill is instead what is needed. We already have movement skills for Swimming and Climbing, so it works.
That's true. So I'd like to see a Running (and perhaps Hauling?) skill, to complement the Speed attribute. After all, when a dwarf is doing any OTHER kind of job, the game looks at both the dwarf's skill level for that job AND his relevant traits, so why should movement be different? Water speed is determined by Speed, Endurance, & Swimming, land speed is determined by Speed, Endurance, and Running (or Hauling & Strength if heavily laden), etc. That seems quite logical.
Overall, however, I don't think ad-hoc play should train anything other than typical social skills. Leave training to a proper training/education system.
It hardly requires an authority figure giving instructional lectures for children to learn how to chase after their friends, or climb trees, or throw a ball. Kids could and should spontaneously play on their own, both actual games and "monkey see, monkey do" imitations of adults that they admire, and they should learn & grow from such practices. Does not every school everywhere teach Physical Education? As long as the skill gain from play/imitation is markedly slower (and capped at a lower level) than a true apprenticeship, which in turn is less effective than doing the job for real, I don't see a problem.