I’m sold. No more having players make an initiative roll to determine turn order in a combat encounter. After spending a few months running sessions without this mechanic, I’ve come to realize that such rolls are usually unnecessary. Instead, I’ve simply been adjudicating combat sequences based on a few established guidelines (taken primarily from Chainmail) while simultaneously accounting for encounter context and declared intentions. For my players, this alternative approach has supported an increased level of tactical consideration. Anecdotally, combat encounters have also been more exciting.