Bros, wondering if you guys had read the Unearthed Arcana article on a
Revised Initiative System (calling it
"Greyhawk" Initiative).
Up Front: NO WAY this could translate well in PBP. No intentions whatsoever of changing the Initiative program here. We know our system's shortcomings but also know it's strengths of why we have it as the best option in this format, and I'm happy with that BUT...
In live games, I think the Greyhawk Initiative system is SUCH a great idea. Learning D7D on 1e AD&D and then spending the bulk of my youth gaming time in 2e, I have a lot of nostalgia for older parts of the game. 5e is superior in so many ways, but I remember now that when I bounced back in after a 12+ year absence I thought one of the weirdest things out was the current system of Initiative. Initiative is a DEX ABILITY CHECK? High rolls WIN Initiative? No weapon Speed Factor? You DON'T roll it every round? People DON'T have to announce Action ahead of time and run the risk of having plans foiled by LOSING Initiative?
Initiative in the past was a free-standing system of its own and a crucial part of combat every round. It made every new rotation nerve-wracking and also sent out more surprises and twists in the story of the fight. I remember it made all of my players strive to find ways to get Initiative modifiers in any way they could (RAW or House Rules) because it was such a fun payoff all of the time.
As a stubborn loyalty to "Old Initiative," I have run every game I have ever managed in 3.5 or 5e as a 1d10 roll -EXCEPT our Dark Thrones game starting in the normal system. I was quick to change it to d10 when Ox said something about how he was hoping for more payoff for Bryn's investment in Initiative Modifier Abilities and Feats - I really agreed with that.
Now I'm having a blast discovering this new Initiative system this week and thinking it over. To me, the older game, in all its shortcomings, got it RIGHT on that idea of a more complex and more important system of determining how a fight unfolds start to finish. Where speed really matters, there is no certainty and comfort in recurring turn order, weapon choice is a real factor, and sometimes your best plans get frustrated because someone is quicker on the draw than you are for the round. This new alternate system takes even that to a new and improved place, introducing the idea of different die for different actions -- great concept update to a solid foundation.
Here's an extended
video of the designer who wrote the article talking about the system. I was nerding out listening to this on commute from work this week.