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As for the suckage: play in TBM, that way at least they can only flee during their turn, not the whole time.
Looks like the implementation of the fear condition may be based on the table top condition of Greater Fear, which means an enemy must move until they can no longer perceive the source - which I'm guessing means they are using their movement action to move, as well as their standard action to move, which would double their base move distance.
In TT, you can (as a full-round action) run up to 4 times your base move speed, but you're also flat-footed while doing so and can only run in a straight line and not through any difficult terrain.
True, but Owlcat may have programmed something in so that when something is under the fear condition it makes use of the Run speed rules and only implimented those rules for something in the feared condition. Normally with Running you have to move straight without significant deviation. No making a right hand turn to follow a corridor for example. But they probably also removed that limiter so your enemies are running away and it becomes nearly impossible to catch them. Never played the mythic path that gets Aivu but I watched my friend on that path in Chapter 5 and Aivu's fear effect was making demon run around almost constantly.
Which means if it isn't encumbered or wearing more then light armor it would move at x4 it's normal move as a full action for it's turn. Medium encumbrance or wearing medium or heavier armor then only a x3 multiplier.