((Actually, if i understand what your saying then youve got my rolls wonky and penalised me for no reason...
I said to shoot him and run.
you rolled for initiative then for my attack and then my flight as a +4-1
If the penalty only applies to the turn in question what should have happened was my attack should have failed and then i should have fled with a roll of 7 vs his roll of 6 instead of a 6v6 tie.))
It would be pointless to keep it between turns.
For example, even if i get a fleeing penalty for running twice then the iron settler would get a penalty for chasing me twice...
The rule is mostly pointless, its only function is to prevent attack then run spam by making it take longer to perform such tactics.
This was something I kinda forgot to state... Combat actions are different than non combat actions, if you fail a combat action, you continue your next action. Since this was mainly designed to combat the dex problem, this only effects running away and other dex actions that can be used to not get hit at all. So combat actions would have no place in stopping your turn.
Of course that doesn't even matter anymore.
As for the second part, that was an obvious flaw I thought about, people would just split out the same thing over many turns... As boring as that might be some of you might have done that over 4 turns and suffered no penalties, and if that showed up I would intend to adress it. However an action cap per turn would not have this problem. Maybe.