So you don't find it at all unreasonable for an average agility 3 human who's high on Jazz to be able to move at 31+ miles per hour? (three initiative passes, two move actions per pass, plus a run action with at least 1 hit. He goes a lot faster with more average hits.)
It is no more unreasonable than a player of mine being able to move 56m and wack someone with a sword before anyone else can react. (Phys Apt with 7 Agility. Turn one, last Initiative Pass, he breaks cover and runs 28m; Turn 2 he wins initiative and runs 28 more meters and does a melee attack Complex action that gains the Charge bonus as he ran into combat)
... 56m? What a frickin' slowpoke. My character sprints an average of 59m in
one complex action ...
Look, Zekim, I get that you don't like how the current rules are, because it's tough remembering how far everyone went, their limit is XYZ, yadda yadda. There's a no-issue fix for this - because your problem really isn't that the guy went 56m in 'two actions', considering that you're setting up the same option. (This is just how it works, but don't worry, I have a fix for that too.)
Everyone gets four basic 'movement points' per Turn. Each movement point equates to moving their Agility in meters. They can move less than the full amount if they want, but if they do, that movement point is
still used.- Moving more than 2 points worth per Turn inflicts running penalties on all subsequent actions when the third point is used.
- If the character wants to sprint, they expend a Full Action, get the movement remaining from using all their remaining movement points, and make their Athletics/Running (Sprinting) roll as per the book, adding the appropriate number of meters on.
If you want to make this a cyclical sort of thing, then characters' movement point allowance regenerates at a rate equal to (4 divided by this Turn's initiatve score / 10) per action phase, round down,
nstead of every Turn - which means that you can't actually make the Run + Run on immediately-subsequent initiative passes if you're a hyper-fast guy, because you'll have only regenerated 1-2 movement points.
Here's the kicker for this second suggestion: you
continue to have Running penalties until you once again possess
at least 3 movement points.This makes movement tracking easy - "Okay, Mook 3 and Mook 5 have used 1 point each, they're still fine, but Mook 4 wants to use another movement point, so he's now Running" - AND does not require you to track
precisely how far each mook has run.
Heck, look at Shadowrun Returns. It uses a completely different action point system where actions, including movement, cost 1 or more action points.
If only someone had suggested a system like this....
.... actually, from having just stepped away from the DMZ rules, it sounds like Shadowrun Returns utilizes something very, very similar. Which would make sense - the guys who did SRR
also wrote the 1E DMZ rules. Shocking, that, I know. I've all but concluded my DMZ alteration to work with SR5, but I'll note that the DMZ 'reaction fire'
really messes with people - reaction fire is
definitely the way to go, because it allows you to fire more than once or twice if you're operating against multiple contacts ...