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Alternate Initiative Rules
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<blockquote data-quote="Don Durito" data-source="post: 7882990" data-attributes="member: 6687260"><p>Here's an idea, taken from Savage Worlds.</p><p></p><p>Use playing cards (oversized ones a better). Every player and every monster draws a card every round for initiative. They put the card in front of them so you can easily see at a glance who is next. The joker goes whenever they want and can interrupt anyone.</p><p></p><p>If they have the Alert feat they draw two and choose the best. </p><p></p><p>Ties are impossible.</p><p></p><p>Used cards go in a discard pile so you go through the deck.</p><p></p><p>Additional options.</p><p>Don't reshuffle deck at the end of combat. Do it during a short rest or long rest only. If the deck runs out and has to be reshuffled all players regain their short rest abilitilies (or just one if you want to be stricter).</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7882990, member: 6687260"] Here's an idea, taken from Savage Worlds. Use playing cards (oversized ones a better). Every player and every monster draws a card every round for initiative. They put the card in front of them so you can easily see at a glance who is next. The joker goes whenever they want and can interrupt anyone. If they have the Alert feat they draw two and choose the best. Ties are impossible. Used cards go in a discard pile so you go through the deck. Additional options. Don't reshuffle deck at the end of combat. Do it during a short rest or long rest only. If the deck runs out and has to be reshuffled all players regain their short rest abilitilies (or just one if you want to be stricter). [/QUOTE]
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