One of the things I really want to try to play with in my game is initiative systems.
I love AD&D 2e’s concept of initiative, but it is so utterly slow that it makes the game unfun.
I enjoy 3/PF/4/5 for the simplification of it, but it ultimately leads to some ridiculous results that end up not feeling great.
As I’m new to it, I appreciate PBTA style combat, where it’s much less about cycling through “now it’s my turn” and much more about a flexible “you can try something, but failing too much gives the GM a move” but there’s something lacking for me personally- the players that are not skill-focused for the contest at hand are actually better off doing nothing.
So what approaches do you like best to initiative? Are there ways that let you play with changing initiative and potentially multiple turn rewards for certain conditions that isn’t ridiculously broken? Are there any PBTA-style games that play with this? (maybe I’m not familiar enough yet so even basic examples are good!)
I’d also love to discuss the concept of non-combat initiatives - for instance, in a conversation that ends up being an argument, how do you navigate making sure everyone’s character gets a fair shake at joining beyond just assuming “make sure to shine the spotlight on all players” is a highly developed GM skill?