When initiative matters.
Initiative matters when there is a risk. If combat only lasts one round, going first is a massive advantage. Accordingly, the longer combat extends, the less important initiative becomes because results will eventually average out. Recently, I had a session where this was more perceptible. Artwork by Bertdrawsstuff Right now, I'm testing a deadly combat system. I mean deadly ; combat usually lasts one to two rounds (and I like it that way). The characters won most initiative rounds and used their resources to attempt to dispose of as many enemies as possible before the enemies got a response. This was effective. It mitigated the damage they accumulated, but it costed resources (spell points, abilities, etc). Having realized the importance of winning initiative (specially against necromancers and cultist), the players even consumed meta-currency to turned failed initiative rolls into successes. To understand this a bit better, I must tell you that our meta-currency--called Divinity ...