My Initative System
The TTRPG medium has a glut of different initiative systems, this one is my current favorite and I hack it into most things that I run. 1. There are only two alternating turns - the player turn and the enemy turn. 2. The players get the first turn. 3. Only players who pass an initiative check get to go on the first player turn. 4. Players and Enemies can take their actions in any order on their turn. 5. Allies of the players move on the player turn, neutral parties move on the enemy turn. That's it. The main advantage of this system is that it has nothing to track and it is very simple to teach. Normally I let players break up their movement and actions as needed by their strategy, but if a game has strict rules for the phases of a turn it is easy to just sub-divide the player turn into several character turns. So, how did I reach this method? Let's start by looking at some orders. Numbers will represent enemies and letters will represent PCs. B 2 A...