One of things in the DnD Next playtest I did like was the return to a less strict move action. I must admit, at times in 4e, the inability of folks to move a bit, take another action and then finish their move has been a bit jarring, and I've been meaning to do something about it for a while. So, in the next few games (save the Shnecke's Wolves game, where a few players have made unhappy noises), I am going to be testing out the following rules. I'll let you know how they work out!
A move action allows a character to undertake all the actions described in the core rules, with one exception – a normal move may be broken down into several stages.
For Example: A fighter with a speed of 6 could move 3 squares towards an enemy, attack them, and then move 3 squares away. This would trigger an Opportunity Attack as usual (as the fighter had moved more than 1 square on his turn).
A move away from an enemy triggers an Opportunity Attack if the character has moved more than 1 square in their turn (unless other factors prevent it). So, if the fighter above had moved 5 squares before attacking, and then moved 1, he would still provoke the Opportunity Attack, as he had moved more than 1 square in his turn.
Shifting remains unchanged.
The above rules allow for some more flexibility in the battlefield, without treading on the toes of the strikers (who tend to be able to move away from enemies without triggering Opportunity Attacks). It is also unlikely to have too much impact on defenders, as they are designed to get in the faces of the enemy, and keep them locked down. The rules above allow groups to form fluid lines of attack and defence, which should – in theory – speed up battles. It also makes Skirmisher monster's that bit more lethal, as they tend to get a lot of free movement, which in combination with their total speeds, gives them unparalleled manoeuvrability on the battlefield.