As a corollary to
this thread - while programming said item, I initially figured I'd try to cover as many initiative systems as I possibly could. Unfortunately, this made me realize that, with a few exceptions, I didn't have any clue what game systems other than 4E and d20 people were playing these days.
So this leads me to ask, everyone - are any of you playing or recently played in a game using a non-d20-based system? If so, what? And if you don't mind my asking - how does initiative (or the equivalent mechanic) work?
I have played D&D 3E, 4E, d20 Modern, Shadowrun 3E and 4E, Warhammer Fantasy Roleplay 2E, Cyberpunk, Dragon Warriors, DSA (The Dark Eye) and Torg. I think that's the major ones. I also read a little about some other game rules, either on message boards or by actually getting the rulebooks (like Exalted 2E, the latest Mongoose Traveller).
Many boil down "roll something for intiative, this determines sequence of actions."
Interesting - or problematic? - variation is in Shadowrun up to including 3E, where a high initaitive also means more actions. In 4E, you still get more actions (and that is my opinion still problematic), but it's not tied to the result of your intiative related check.
I am not sure in which system I saw a "shots"-based approach - maybe Changling or Exalted? Actions cost shots, and so if you take a long action, you act later. I think initial start is still determined by dice roll. That is certainly an interesting variation and probably an attempt to get a more "real-time" feel in the game.
Torg uses a Drama Deck to determine initiative, but it only distinguishes between the hero and the villain side starting its turn, and then you can resolve it in any sequence you like(typically clock-wise around the table with my group, but sometimes it depends on which skills we use. It makes sense to first "debuff" someone with a skill like Intimidate or Maneuver before someone else shoots him or engages in melee.)
A unique thing is that you have to decide whether you want to defend yourself actively or attack, and sometimes this means the losers of initiative do not get to act to avoid getting hit. (An active defense is always better). Sometimes it means the losers of initiative do an active defense and combine that action with a counter-attack (and thus effectively act together with the attacker).
The initiative cards in the drama deck do more than just determine who goes first - they also give each side bonuses or penalties and suggest actions that grant additional benefits.