Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.
The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.
If a tie occurs, the GM decides the order among tied GM--controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character.
Mike Merls Alternative Initiative
Roll each round
d4 = Ranged
d8 = melee
d12 = spell
d6 = anything else
+d8 to swap gear
+d8 for bonus action (thinking about lowering this)
+d6 to move and do something
Low goes first
Apparently it adds tension, speeds up resolution. Faster and makes fights more intense.
Heavy Weapon = d10
Cantrips = d4
Alternative Initiative Web App