One thing you'd have to determine is how to resolve the Move Action. The simplest solution would be to say that using the move action allows you to move your movement for the duration of the turn. Since you also use your move action to shift, stand up (IIRC), and can turn it into a minor action, you need to explicitly state when the action is being used and for what.
perhaps that becomes at the end of a move of 3 or more squares or following a shiftAlso check on anything which lets you do something as part of / at the end of a move action. You may have to carefully consider the timing of such triggers.
I suppose it depends on your group. My group tended to become stationary for most of a combat, occasionally moving if there was a benefit or they needed to reach an enemy (flanking chains were fairly common). Because of this, we valued minor action powers and abilities highly, so downgrading for one wasn't really rare. I'd say it probably happened about once every 3-5 encounters or so (based on my memory, as I haven't played 4E in quite some time).How many times are people downgrading their move for a minor action?
You know this may be the most concise way of doing itOne thing you'd have to determine is how to resolve the Move Action. The simplest solution would be to say that using the move action allows you to move your movement for the duration of the turn. Since you also use your move action to shift, stand up (IIRC), and can turn it into a minor action, you need to explicitly state when the action is being used and for what.
Lots of that scooting is a shift though if I recall in many cases not much devaluing at all.I don't think there is much to it TECHNICALLY. You can simply rule that the move action (that is walk, etc. the action actually taken by expending the move action, 4e's pit of bad terminology is particularly acute here) is 'interruptible'. Thus you can expend a Standard or minor (or free) action in the midst of it (this is already the case for Free actions in the most updated incarnation of them).
No doubt there are going to be some edge case issues, but the main impact is simply in devaluing a LOT of powers which include 'shoot and scoot' as a benefit (there are, IIRC, 2 builds, one rogue and one ranger, which actually codify some of these benefits as class features).
I am going to give 5e its due where it earned it and I do not find "bounded accuracy" one of those areas but this aspect I like.In HoML I simply codified this as a part of the game. Since I mandate that all actions invoke a 'power' (at least notionally, they don't have to be spelled-out formal powers in most cases) it is easy enough to simply define the 'walk' power as allowing an intermediate attack, etc. Fly, Swim, and possibly even Jump can do likewise. While this might seem to make things more complex it eliminates a large class of "just about the same as X but with a move added to it" powers and constructs which litter classic 4e. I was aiming at 'less is more' and I think in this sense 5e is kinda doing it right (I object to their regressing in terms of turn structure and other elements however, so it is not like 5e actually wins much from this 'innovation').