DND_Reborn
The High Aldwin
The Gunslnger is critical role content like the blood hunter. That is a fair point so I dropped it. Initiative can and does matter in party play under two common conditions. 1. Weak enemies that can be eliminated before they get a chance to attack are present in the battle. 2. Strategic spell/abilities such as AoE, buff, and Crowd control need to be deployed before enemies move and mix with players. Some good examples of #2: Fireball can be supper effective when you use it on an enemy you just encountered but once they mix with your party you could kill your own team. Web used to limit the number of enemies who can get to you and/or make a group of them easier to kill without doing the same to your party. Hold person automatic melee criticals on a big boss can be huge. Using Haste and rage before enemies means a great reduction of damage. Being able to move into their numbers means restricting enemy casters fireballs and CC or risking their allies after you get your shot in.
It is generally a bigger deal for casters to go first, so the new edit with mostly bard makes more since in that way.
I respectfully have to disagree. Given the cyclical nature of Initiative in 5E, you are only missing out on the first turn if you lose Initiative. Can that first turn be important, sure..., but is it worth such a hefty investment? No, not IMO, that is all I am saying really.