1. Announcement by each Actor of all Action choice options. Determine Modifiers.
Actors decide what set of options they want access to for each round.
This is not an announcement of EXACT intended Actions in a specific sequence. Adjustments can be made in response to the flow of the round and the effects of other Actions made by other Actors. It is though the only chance to build a set of options available. If a character does not take the Initiative Modifier before the Base Initiative Roll, then the Actor cannot choose Actions within that set during his Turn.
Some Modifiers are negative, leading towards a higher chance of faster Action / lower Initiative order.
Some Modifiers are positive, leading towards a higher chance of slower Action / higher Initiative order.
Some Modifiers are inherent, part of the Actor's general or specialized capability, and apply automatically.
Some Modifiers must be selected actively to apply based on Actions or Action options intended for the Round.
Negative (Faster) Modifiers
-X Proficiency
-2 Alert Feat
-Y Rakish Audacity at rate of half CHA Mod, drop fractions, maximum Initiative Modifier -2
No Cost
+0 Attack, Speed Factor for Unarmed Strike
+0 Attack, Speed Factor for Natural Weapons on Medium or smaller creatures
+0 Extra Attack for Martial Class (highest Speed Factor is added once for the set of Attacks)
+0 To drop a weapon
+0 Talking or signaling
Positive (Slower) Modifiers
+1 Attack, Speed Factor for 1d4 or 1d6 damage weapons, all Ranged Attacks, Natural Weapons on Large Creatures
+2 Attack, Speed Factor for 1d8 damage weapons
+2 For Multiple Attacks for Natural Weapons or any other creature-related Multi-Attack features
+3 Attack, Speed Factor for 1d10 or higher or multi-dice damage weapons
+3 For option of Bonus Action (Speed Factor added again if Bonus Action is Attack)
+3 For option of Movement
+3 To Stow or Draw a weapon
+3 Default Mod to Interact with Object / Environment. DM may vary depending on complexity of Interaction.