I would really appreciate some views on these issues.
Charging:
RMC seems pretty clear that a melee attack is modified by -1 per 1 per cent less than 100 per cent activity used.
If you charge you gain +OB / -DB equal to the distance charged in a straight line.
But this simply seems to cancel the cost of moving? Why bother, given the big DB disadvantage?
For example, assume a BMR of 50', run 100'. Charging 30' to attack Bolg the Orc, Ralph (with an OB of 60 and no Quickness) declares a 20 / 10 OB/DB parry (60OB - 30 for 30% move allows 30 OB to allocate between attack and parry) has a final OB/DB of 50 / -20. Given his DB let's hope he hits!
Is this example correct?
Yeah, I would pretty much say that it is correct.
More simply put, Charging is essentially moving the movement penalty from OB to DB.
However, I would actually treat it as specific Example of Simultaneous Actions, and thus allow for something like a 10% overlap. (i.e. the last 10% of the move overlapping with the attack itself (thus the movement penalty is actually -20, not -30 and the character has an OB of 40, not 30 before the charge mods are added in)).
That would give a final OB of 60/-20.
Note: The bonus to OB from Charging should NEVER be allowed to be moved to DB as part of a parry.
Missile fire:
Suppose that Bolg has a bow with an arrow ready (or icould rapid-load-fire). Bolg is standing 30' from Ralph. Ralph and Bolg check intitiative - Ralph wins.
Could Bolg shoot Ralph before he can Charge Bolg, even though he lost initiative? Or can Ralph charge and melee attack (or just move normally) before Bolg can fire off his arrow?
If this was the first round of combat, Bolg could get a +20 initiative bonus (and probably shoot Ralph first). But what if Ralph has already cut his way through 2 Orcs and Bolg is next?
The old RM2 combat sequence always allowed missile fire before melee. This revised RMC does not appear to make allowance for this? How should this be handled?
But why should missile fire always go before melee? Things are happening in a relatively simultaneous manner. That gave special advantage to ranged attacks, even if you were in melee already. An advantage that the attack didn't deserve.
His Charging attack is going to require a minimum of 80% activity (50% attack (60% really, with what I said above), 30% move). If the character has an arrow already, it will take 50% activity to fire it, regardless of initiative.
The default of the round has actions revolved in 2 cycles (49% or less AND 50% or more). There is an option that allows for using more cycles. You could effectively resolve the round over the course of 10 cycles, or do it in 3 or 4 cycles. If you are using more than 2 cycles, that means that regardless of his initiative, the bow would fire first (so long as the arrow was already ready).
Normally a missile firer should be considered "ready to recieve charge" and thus get a +4 init bonus.
We have gone one farther, and in circumstance as you describe, if the bow weilder is aware of the charging foe (requiring perhaps a perception check if a target had already been declared). Another way is to assume that unless the archer had declared react and melee/oportunity fire, then give init to the archer but penalize as with all aborted actions.
I would also consider it to be the "longer" weapon (+15 to init) until they are actually in melee range...
The longer weapon init mod being for "I can hit you before you can reach me" situations.