Specifically, Facing introduces a whole host of game slowing, grid dependent elements. Charging and flanking were also added elements. Adding in an ongoing disadvantage for all your NPCs also involves a lot more die rolling.
I think this is interesting, because I think that assuming facing
doesn't exist is a pretty big leap. Maybe it's not worth Advantage, but that's a DM call. Charging is the same thing; of course a character can try to charge another. Not that it affected action resolution except for the orc ability.
edit: By "charge" I mean running up to the guy and hitting, not Hustling + Attacking. I didn't allow a Hustle + an Attack, even for the orcs. I just described 30' of movement + an attack as a "charge".
The "light Disadvantage" was a pretty major thing, but eh. It was a good choice to make for a playtest, I think: I got the chance to see what such a ruling can do to the game. Rolling another die didn't take much more time, I rolled both dice at the same time and read the lower result.
Ok, you've already made the decision to kill ordered initiative from D&D. Now, you say playing with it is weird... Isn't that like saying:
"I've removed community chest and chance cards from Monoploy. I found that when I played monoploy on the ipad that community chest and chance cards appearance were weird and threw me"... I mean, you already made the choice to remove them... so you must have already known how it played...
It's been a year or two? since I changed initiative, so it was strange to go back and
DM a game with turn-based initiative. Though I play 3E once and a while, I haven't DMed that way for a long time, and I found it to be a bigger change than I realized.
The interesting thing was how I felt like I had to change the way I made decisions for the NPCs.
I think that you are really overthinking the turn based initiative. Characters are not stuck in freezeframe during the time it's not their turn. This isn't a JRPG where the sides kind of stand there and occasionally take an unopposed swing as the clock allows.
During the round your characters and monsters are assumed to be moving, turning, defending and weaving as the action calls for. That is, in part, what your dex bonus to AC represents. The turn-based initiative is an abstraction to simplyify play, not a hard coded facet of the physics of the game world.
So it is perfectly logical to assume that when a character is grappled, he wrestles back and you make an opposed strength contest. The rules do not forbid it, nor do they suggest thats not exactly what would happen.
That would probably work better, though there are some strange features. What a character can do in 6 or so seconds is pretty well-defined, but it seems like it changes based on what the other characters are doing. (Schrodinger's initiative?
) If can can get into 10 or more wrestling matches, why do I only get to make one or two thrusts of my dagger?
If the combat round was longer - 15 seconds or more - then I could see that it's supposed to be abstract; but at 6 seconds I don't get the feeling that it is. Though I know it is... anyway, I find it strange.
Maybe I should just say that all actions in combat are supposed to be dissociated mechanics and not worry about it.