It does require trust, though, that your players aren't just going to always choose the highest bonus they have.Speaking as a Narrator planning to run a Level Up game in the not-too-distant future, my plan was to describe the situation that called for initiative to my players and then invite them to indicate which skill they each think is most appropriate for them to roll initiative with based on what they were doing when the need arose, and why (if it's not obvious).
I find that prompting my players for that kind of participatory input often leads to interesting (comical and/or perilous) developments; I'm looking forward to what they're going to come up with.
If we put a default one there, it would become default. Our game does not have a default initiative check. We're not going to make a character sheet which contradicts our game rules.There's a lot of options even for basic scenarios and while I do wish there was a default one just to have a number sitting there,
Wait, who said anything about vacating the Narrator's role in deciding whether something works or not. If I don't think their explanation is sufficient to justify the use of whatever they want to roll for initiative, they'll have to go with something else. As Morrus said:It does require trust, though, that your players aren't just going to always choose the highest bonus they have.
That's when you say no.
I think one of the things I like most about the entire system is that it's chock-full of these kinds of invitations to think about things slightly differently, to consider new ideas, to get creative with the narrative across a range of granularity. The flip side of this is that presenting options in this fashion does not preclude individual Narrators or tables from adopting house rules that are more restrictive, if that's their preference, all it does is ensure that the adoption of such rules is (nominally) a conscious choice.If we put a default one there, it would become default. Our game does not have a default initiative check. We're not going to make a character sheet which contradicts our game rules.