howandwhy99
Adventurer
Our initiative is a choice and rolled each round. 1d6 too, so it doesn't get out of hand to track.Once past the first round, initiative number doesn't actually matter. It's just cyclical.
R1 the players each roll separately. R2 they share. R3 they split into 2 groups and another single player declares actions privately.
R1 they split across the 1-6 spectrum with the orcs acting together.
R2 they win initiative, but delay to see what the orcs will do after an ultimatum.
R3 they split the party and 1 player disagrees with the plan and tries to stop it before it happens.
It can be simple, a choice, random, and very broad. It can be individual-only too, but I find that actually inhibits teamwork and often slows the game. Cyclical actually makes combat less exciting as you always know who's going next.