Lanefan
Victoria Rules
Side-based rather than individual initiative is a problem in itself, even more so when each participant is committed to pre-declared actions.It depends entirely on what parts of the AD&D systems and subsystems you're using and at what point in the line's history you're talking about. All books, all options, at the end of the line's life...yes, it's an absolute nightmare. But the AD&D initiative system as written in the PHB is dead simple: both sides roll 1d6, high roll wins. Hasted goes first; slowed goes last. That's it. That's what we always used. Never tacked on extra nonsense.
The bolded shows two aspects that have unfortunately been lost over time (and may well have been commonly ignored even in the day): 1 - re-roll initiative each round, and 2 - dexterity doesn't matter. IMO both of these are vital components to any init. system.AD&D PHB p104: "The initiative check is typically made with 2 six-sided dice, 1d6 for the party, and another of a different size or color for the creatures encountered. This check is made each round of play where first action is a factor. Because a round is a full minute long, dexterity seldom is a factor in the determination of which side acts first. However, if one group is slowed or hasted, or one or more members of the group are, the initiative will always go to the non-slowed or hasted side. In most other cases, the group with the higher die score will always act first. For effects of initiative in fighting, see COMBAT hereafter."
As written, this also makes both Slow and Haste way too powerful; in that affecting one member of a group gives the whole group that (dis-)advantage.