SavageRobby
First Post
A couple of notes:
In reality, Aces are really easy to track. Especially when you let the players roll for NPCs. Nothing better than a player acing a damage roll ... against their own PC.
You're usually not rolling that many dice at once, so it rarely becomes an issue. And remember that Wild Dies only apply to Wild Cards - PCs and important NPCs. So most extras will be rolling one or two dice max.
In practice, I love the initiative system, and have ported it to other systems (like C&C). Note that you only have to reshuffle the deck after a Joker, not each round - you only redeal each round. My recommendation is that you assign a player to be the dealer (or ask for volunteers).
You'll notice a theme - SW encourages you to use your players. Have them run Allies (and have their allies act on their init card, for easy dealing). I have players roll for the enemies, and often have them control them, if appropriate - especially players that aren't in the action for whatever reason. There is no really good reason for the players not to know the Fighting/Shooting/Throwing skill of their opponents, or what their Toughness is - although I will occasionally withhold a fun detail until necessary - like if an opponent has First Strike, or something equally entertaining.
In reality, Aces are really easy to track. Especially when you let the players roll for NPCs. Nothing better than a player acing a damage roll ... against their own PC.

In practice, I love the initiative system, and have ported it to other systems (like C&C). Note that you only have to reshuffle the deck after a Joker, not each round - you only redeal each round. My recommendation is that you assign a player to be the dealer (or ask for volunteers).
You'll notice a theme - SW encourages you to use your players. Have them run Allies (and have their allies act on their init card, for easy dealing). I have players roll for the enemies, and often have them control them, if appropriate - especially players that aren't in the action for whatever reason. There is no really good reason for the players not to know the Fighting/Shooting/Throwing skill of their opponents, or what their Toughness is - although I will occasionally withhold a fun detail until necessary - like if an opponent has First Strike, or something equally entertaining.
