Pretty sure you are misreading that... the 'and then' isn't adding an extra movement option, its just clarifying when. The abstract Band changes at the end of the final round - movement occurred throughout, the movement just makes no mechanical difference (i.e. isn't counted) till the 'full' expenditure of rounds.You see I'm declaring that I'm moving to Band 4, thats why it takes me 4 rounds. Reading the rule I deem that you arrive in the "final counted round" ie. the 4th round in this example. But the rule goes on to say "and then move one Band between Bands 3-4-5 in the movement phase of that [4th] counted round"
Yeah, see that. It works given round time is not fixed, and Range 2 is not 50m but some distance partway to Range 3's 150 m 'zero point'.As you'll see from the rule above a character can move one Band per Round. It doesn't account for a person who is running (Speed-2) covering more than one Band.
Sure, but easy to understand is not the same as easy to implement.Its actually fairly easy to understand multiple opponents using Range Bands as long as you remember you are at the center of concentric rings.
If dealing with just one pair of opponents, the one dimensional, unsigned (i.e., non-directional) Range Bands are a no-brainer. Consider, however, a very simple example: Three characters A, B, C. Where B is being attacked by A and C.
If A and C are both x Bands from B, but B moves to y Bands from A - how many Bands is C from A?
You cannot tell me, even abstractly, without actually knowing direction (angle on the concentric circle). Even ignoring 2D trig, simply whether A and C where on the same side in relation to B, or whether B was in the middle, is very significant.
Now add in a party of PCs (and Player minds) and a gaggle of NPCs - in various phases of movement - and tell me again how easy it is.
The rules that were quoted provide no 'suggested equivalent period' in concrete time units for a given round. Its quite explicit in stating the contrary. The time is dependent on what happened...While I agree with you about separating rounds and minutes, I have been advocating this up thread, it is nevertheless useful to compare action in rounds to the suggested equivalent period to make sure that the abstract round is not allowing you to accomplish tasks in an unreasonable time frame.
I can tell you at a glance, based on the numbers given, that minute per round will not be 'reasonable'. Casually walking covers 1.4m/s* and average running more than doubles that. Even extrapolating Ranges given up to the 'zero point' of the next round would be hard to make running speeds vs time reasonable given 1 minute rounds. However, abstractly, with individual round times undefined along with the abstract nature of the distances and how one is running, the rules seem quite reasonable, IMO. I'd think its up to the Ref to determine what other actions can occur in a round, given all the actions, and whether such things as Hasty need to be used...
[http://en.wikipedia.org/wiki/Preferred_walking_speed - and, I humbly submit, walking in combat is typically going to cover the extremes of slow to fast.]