According to 2.0/2.2, a character carrying less than their Load Capacity can run 100 metres in a little over 16 seconds.
The world record for the 100 metres is less than 10 seconds.
Also 2.0 does not allow for initiatives of better than 6.
I think the speed as listed isn't too bad when you consider it's unlikely for anyone who wants to live longer than a few heartbeats to expose themselves for very long. Therefore short bursts are far more likely. Adrenaline also tends to be pumping lending a hand to the running character....
Note that 2.2 allows for extra actions for initiative 5 and above. As double movement puts a character in the sub world record category, even when loaded with say 30kgs of weapons and gear, restricting to only one phase of movement is obviously the best choice. This issue is actually covered in 2.2 on page 195.
Quote:
Originally Posted by version 2.2
Combat movement rates are expressed in metres moved per five second combat turn.
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Initiative squared is how I've always done it - as has been said, the basic advancement method is just too rapid for high levels!