I'd like to check my understanding of how this works - If you want to move to an adjacent zone, you have to take a RUN action (fast) in order to do so and you are then NEAR everyone in that zone? To move within ARM'S LENGTH of them would require a second move and would leave you NEAR every other character, is that correct?
Thinking about the example on Page 85 with the tactically inept Orcs - If I have initiative and want to attack someone in an adjacent zone, I need to RUN twice, once to move zones and once to move to within ARM'S LENGTH, whereupon they can SHOVE me to the floor and STAB me with a sword without me being able to defend myself. Clearly, anyone doing that would need their head examined.
What's more likely to happen in practice is that I RUN to the adjacent zone and then hold my second action in the hope that my enemy is up for fight and will move to within ARM'S LENGTH on his turn, at which point we both have one action left and I can initiate combat. Alternatively, if he doesn't engage me, I can use my held action once he's finished his actions to move next to him and start combat in the following round. - Does that all make sense?
There doesn't seem to be much about holding actions in the text, except the AWAIT action in the Hidden Combo section - so it would be good to have that clarified.
The other aspect of movement that concerns me is Rough ground - I'm not keen on the idea that you roll Movement or fall over, it sounds like it could easily descend into slapstick. I'm not sure what the alternative is though - require a slow action to move into or within Rough ground? So Turn 1 - enter the zone (Slow) and still have a fast action left to parry. Turn 2 - close with the enemy (Slow) and still have a fast action left to parry. Turn 3 - Proceed with combat. That feels like it's slowing things down quite a bit.