Crazy Jerome
First Post
Roll init as normal and have every 2 players go at once. Any conflicts could easily be resolved by by judging who "really" went first, or by whatever is more fun, or makes more sense. For simplicity, if a monster group goes along with a PC, you could do 'em together, separate, or add the PC in with previous group of 2 players (making a group of three) and play the monster separately. Watever floats your boat.
I've done this a lot, also informally. You could say it is an intermediate jump, because we evolved into the more extreme version from something very much like what you describe above.
In our case, it rapidly became "2 or 3 players go at once" instead of a flat 2, for the simple reason that using cyclic initiative meant that we could easily manage 2 o 3 going ahead, but not 4. So if 2 or 3 players were acting between monsters, then the whole lot of them went together. But if 4 or more went, we'd still break them down into "next 2" or "next 3" to make it work out. And then if we hit a "mop up" phase of a combat, we'd often just ignore initiative entirely and let everyone go at once, to see if the last two orcs got away or not. I'm sure each table would have their own limits on this, based on how they track initiative and other factors.
There are other drawbacks involved in whatever you do, too, that don't really have anything to do with which initiative system you use, per se, but do interact with the initiative system in interesting ways. For example, we like for the players to roll attacks for many of the minor monsters, as a way to speed up play and keep the DM becoming a bottleneck to the flow. How and when you communicate the information to do this obviously is somewhat affected by how you do initiative.
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