I like how the range bands are done. This gives me a very satisfying system for weapon distances without worrying about breaking out the miniatures and measuring sticks. What I find a bit odd is the ability to move and how this relates to range bands.
When a character sets their stance they can move up to 2 range bands. This could be moving from 2-0 which means you can bypass a polearm to grapple, or vice versa... A bit more than I'd like, but I'll come back to this point - the bigger point is this means you can move from 6 to 4 in just setting your stance, if you charge you can easily move from 6-2 or even closer... This is a LOT of movement, and I think it breaks the game a bit...
At a risk of complicating the system perhaps a character can have a certain amount of movement, and each band can contain a number of these units equal to the range band. At 0 range there are no units, you are simple there. This makes sense since you can't get any closer. From 0 to 1 there is only 1 unit, it only takes a step to close this distance and it shouldn't be tough. Moving 3-4 meters is a bit more than 1 step though... So having this be 2 steps of space in this range band can help set a more even pace comparing the two. If a character is given 2 steps free in a round this can allow a decent amount of movement, but make this space more meaningful. This would naturally expand as you get to thrown range, bow, volley, and sight ranges which should be increasingly farther to pass each one where the current system sees moving from being able to see someone to touching them a bit too quickly...
The other point I want to come back to is I'd like to see a "push off" mechanic where you must make some check to bypass a weapon's range. I would say anyone using a weapon would be specifically fighting to hold you outside of its maximum range - so any time a character would move inside the max range of a weapon there should be some contested check to prevent it. It could also be tied to stances, maybe earth and water resist your opponent moving in, while air and fire might allow moving in exchange for their more offensive advanages. What point would there be of using a naginata if anyone can move from range 2 to 0 to grapple you and you can't stop it? Why bother with ranges if there is no enforcement of the range.
Basically I think the range system looks good - but is a bit too effortless to manage, and doesn't scale reasonably to the distances they describe.
Edited by shosuko