Initiative

While sanding mindlessly today (so much sanding), my mind drifted away to thinking about initiative determination.

I was pondering a slight simplification of the process.

Rather than having everyone roll initiative separately, each side just rolls one d20. Everyone still gets to add (or subtract) their own modifiers for DEX, spell-casting and what-not to the base number, so there will still be a certain amount of variance, but there are only two die rolls that I have to keep track of instead of five or more.

So, the process would go:
  1. Declare actions (attack, cast a spell, run away, panic, etc.) 
  2. Somebody rolls initiative for your side for that turn (take it in turns, I guess) 
  3. Add/subtract modifiers to see if you go before or after the Bad Guys 
  4. FIGHT! 
Hopefully this would provide a nice balance between the ultimate simplicity of one roll per side without modifiers, and the complexity of everyone (including the four hundred goblins) rolling individually.

99% of the time, the only important thing to know is whether or not you get to act before or after your opponents; having your comrades actions spread all over the turn order is mostly just pointless and irrelevant.

Zvezda KV1 (1941)

 Here'a another 1:100 scale (15mm) KV1 from Zvezda, a slightly later model than the previous one with a slightly better 76.2mm gun. ...