QUOTE (FriendoftheDork @ Feb 25 2010, 07:31 AM)

Yeah that's the only sane way to do it. But yes according to the rules it is divided on the number of IPs you have.
But if you use that very common house rule, you need some ruling on how you can move when you're out of action. That is, if you movement is divided by 4. Do you:
A: decide on your action where you are going to move the next 3 initative passes?
B: Decide every initative pass where you will move (even if you don't actually have an action)?
C: Same as above, except being able to set movement mode (walk/run), stop if you want
So what do you think? So far I've given people with 1 initative pass total freedom on movement when they are out of actions (option C) but now I'm considering limiting the movement to continuing what they were gonna do OR stop (since they don't have time to think and react as easily as those with more passes). This keeps the advantage with the high IP guys, but prevents the stupid Lemmings effect where people with 1 pass keep running down the stairs where there is not a Fire Elemental ready to BURN. Also, the bookkeeping involved with having 6 or more NPCs moving independently even when they don't have passes is tedious.
Well, way I figure it would work is: Lets say you have 1 IP. You still act on the 1st IP (Which is also the first movement IP) and you get to set you're movement speed with a walk/run/sprint action. You then move however far for that movement IP. If you don't want to do anything yet (Because you haven't gotten where you wanted to yet) then you hold your remaining actions until you get to where you want to. So you might hold off until the 4th movement IP before you actually do your attack or whatever. Similarly if you had 3 IP, you would act on 1st movement IP, and then get to choose three of the four movement IPs on which to take actual actions.
And as for changing direction or stopping, I think this falls under the question of it you still have actions left or not. If you still have actions left, then you can react (Because IPs are a measurement of reaction speed, and actions are a subdivision of IPs, kinda), and if not then you're too focused on other things, or simply can't react quickly enough to stop or change direction or whatever.
QUOTE
Edit: Urk never mind seems like there are more rules I didn't remember... it seems now the rules say you keep moving if you're out of actions. It doesen't say you can stop if something happens, but I don't think it's a bad ruling. But changing course? Hmmm.
Also I haven't been convinced yet if taking a sprint action "lasts" or not. Previously I have allow 2 per phase and let them all stack, which means wired characters can move pretty fast, if they have good running skill. Running with the free action seems to recent every phase though, so if you want to keep on running you need to expend a new free action (which means you can't use them for anything else such as Intercept attack).
Sprinting on the other hand only gives a slight boost to the total movement, so having to test, then dive, then add to movement rate, and then afterwards subtract it from the movement rate again seems a bit tedious....
The sprinting deal isn't that bad. You just divide by your number of IPs and that is how much extra you move in that IP. It does get a little murky if you're dealing with the 'always assume 4 IPs for movement', but still not too bad if you do it right. Basically just go with (movement type + sprint bonus)/4 per movement IP from whenever the person sets movement type to whenever they have another chance to set movement type. So a 3 IP person could sprint all out, and it would last for movement IPs 1 and 2, and then on movement IP 3 they would take their 2nd real IP and then you would have to refigure how quickly they move.
Sounds really complicated trying to explain it, but it isn't so bad.
Gameplay example:
GM: Okay, everyone roll init *Lots of rolls*. Alright, first IP, what is everyone doing.
Mr. 3 IP: Okay, I'm going to run down the hallway to engage in melee, I'm using both actions to sprint all out here. I get 3 hits and 2 hits, so 10m/ct bonus.
Mr. 1 IP: I'm going to run down the hall too, but I won't sprint, want to save my actions till I get closer.
GM: Okay, Mr. 3 IP, you move ((25+10)/4)m down the hallway, and Mr. 1 IP, you move (25/4)m down the hallway. 2nd movement IP, does anyone want to take an action?
Both: No.
Gm: Alright, you both move the same distance as last time, Mr. 3 IP, you're only 5 m away from the baddies now. 3rd movement IP, actions?
Mr. 3 IP: Alright, I'll take my second IP now. Free action to keep running and finish closing in, then complex to kick butt.
Mr. 1 IP: Crud, I'll finish my 1 IP now and just shoot them twice with my pistol or I'm not going to get to kill anything.
Gm: Good, one of the guards throws a grenade. 4th movement IP now. Actions?
Mr. 3 IP: Umm... full run away from the grenade, cool, 4 hits and 4 hits again. I get ((25+16)/4)m away from the grenade.
Mr. 1 IP: Crud, I've used my actions, I can't stop or change direction or anything, so I keep running right onto the grenade, why did I have to focus on shooting my pistol?
Gm: BOOM!
Mr. 1 IP: *sigh* hand me another character sheet.
So, not overly complex, though a small amount of extra work remembering what personal IP people are on and if they still have actions left and so on. It's up to you if it is worth the extra trouble or not.