I guess I should have posted all my thoughts on this the first time rather than being lazy and making partial posts. I apologize if this starts to sound preachy or lectury. Its just the way I am when I try to explain my ideas. It pisses my wife off so much. but anyway, here goes...
QUOTE (wind_in_the_stones @ Jul 26 2009, 04:02 PM)
Not exactly. the rules regarding interception and escaping combat make that problematical.
true, but only if the opponent is in melee and has an available free action to spend to make the interception attempt. Unless there are more rules to this that i am unaware of. always possible.
But regardless, that's part of why I think movement shouldn't *take place* during a specific action and that movement falls along the action phase rather than as part of it. The other reason would be that if a person moved during their free action run or simple action sprint, then someone could move at a walk 2 meters, spend a simple action to sprint 10 meters, spend a free action to run either 8 meters or 10 if you would deem that its modified by sprint, then sprint another 10 meters. then continue sprinting at 10 meters per phase until the turn was over unless they had more passes in which case they could do the above again. And a 1 IP guy would run 50-52 meters in an entire combat turn (3 seconds). or roughly 16-17 meters/second, which unless i messed up my math is about 58 Kilometers/hour or 35 miles/hour, which is absurdly fast for an unaugmented human and I'm sure you probably wouldn't let someone do this in a game, but there's nowhere in the book that says that you can't spend multiple actions to move.
The two ways of ruling this to bringing numbers more in line:
One is to simply limit the character to one type of movement action per round. This works but is not really ideal.
The other is the way I think it works according to the rules. According to SR4A, At the beginning of your turn, the declare actions phase, you determine your mode of movement for the turn, whether that is walking or running (no mention of sprinting strangely).
If the combat turn is 3 IPs long, than each IP is 1 second long. so for that 1 second you are moving at the declared speed, and performing any actions you spend all simultaneously. While never explicitly stated as far as I've seen, its hinted that if you perform any action that you couldn't do while moving, you don't get any movement that turn. You can get this from the example text in the movement section. In the example, Twitch would have to use a complex action to help the supposed old lady that his opponent knocked over while running way. He would still have his free action available though, and if a character moved during the action spent then he could continue running for another 8m. But according to the example, he couldn't even move at a walk rate. Which makes sense. You can't walk 2 meters in 1 second
while stopping to help someone up, or do anything that would require you to be relatively stationary.
So the way I think its supposed to work is you declare your movement rate at the start of the turn along with all of your action (if your going to use two simple actions to shoot, you have to declare both shots and targets at the same time). This is done so you can determine if any action you perform will require you to be stationary. If you chose to run or sprint, you essentially lose your free or simple action right away, and perform your movement during your actions. Which brings me to the next quote/issue that i've found.
QUOTE
This is where the imbalance would occur. The one-IP guy would spend one of his two simple actions to sprint, while the two-IP guy would spend only one of his four simples to sprint.
Unfortunately, the way that Initiative passes are implemented according to RAW it isn't really balanced. And most of that comes from so many rules ambiguities.
You basically have two interpretations. One is that you only have to declare your movement once, and you continue moving at that rate for the all remaining passes, whether you have passes or not. And the other is reading the quote i gave earlier in its full context that I somehow missed its significance earlier.
Before that quote is:
"Once a mode of movement has been declared, the character moves in that mode until his next action phase. A character continues to move in the last mode he chose during passes that he does not have an action."
So in the end I agree with your original conclusion. If you have multiple passes, and you sprint the first, then on following passes you have to spend another simple action to continue sprinting. You only continue to move at the same rate if you don't have any actions with which to change it. And as a GM I wouldn't make someone re-roll a mid-turn sprint test unless they wanted to.
QUOTE
Actually, all they can do is move somewhere up to their movement rate for the pass. They can't change their movement rate. They can just decide where to go with it. And they can decide stop where they are, but if they last said they were running, they still get the running modifiers, even though they didn't go anywhere.
that was what I was trying to say, but I was getting lazy and just left it at that and hoped everyone would catch what i meant.
On a final note, thank you for posting this thread and discussing this with me. Its actually helped me become a little more familiar with the rules and made me re-examine the way things work. A few rules will be changing at the game table as a result.