Turn Order/Initiative

The turn order by which players take their actions is best left to come naturally during roleplay. If that's not possible, for example if it's a large group of players involved, the following method can be used.

Whoever decides to initiate combat goes first and at the end of their turn, they decide who goes next by choosing from anyone who hasn't taken an action for the current round, including their opponents if any. Players can pass when called to act and may either get called again later during the same round or act at the end of the round.

This means that no dice are needed to determine the order by which each player will act. This system is fast, because all it requires is marking who has or hasn't acted in each round. In a large group, good communication with the participating players or having a second DM to help can be paramount to avoid forgetting and, as a result, upsetting players.

This system also encourages teamwork and tactical decisions, since two or more players can set up skill combos that wouldn't be possible if an opponent acted in between them. To give an example, all players belonging to one of two sides battling each other can take their turn before any player from the other side can act. But, when the other side's time comes to act, they can play two rounds right next to each other before calling any player from the first side. So, the first group may deliver a major attack on the opposing group on round one but, if they don't defeat most of their opponents in one go, they should expect quite the counterattack on round two.