I've never been terribly fond of the Speed Chart and the mechanical effect it has on combat. Its only advantage, to my mind, is that it guarantees that a combatant with SPD 4 acts exactly twice as often as one with SPD 2. The big problem with it is that it encourages the sort of metagaming mindset which allows players to pre-plan their combats, to the grave detriment of the feeling of fast-moving chaotic excitement which combat should have.
I've tried a couple of ways to get around this, to make combat less rigidly structured without doing away with the SPD system altogether.
The first variation: Random Segment Determination , in which a d12 is rolled and those characters with SPD appropriate to act on that segment, or those holding an action, can act. This system was what I'd describe as a miserable failure -- it slowed everything down rtaher than speeding it up, and keeping track of passing time was a real pain in the bum.
Second Variation: Random Phase Determination , in which a die is rolled each Phase of combat. Everyone with a SPD equal to or greater than the number shown, or those holding an action, get to act. When the die shows a 1, everyone acts, the Turn ends and they get their post-12 recoveries. This system was a qualified success, since it did speed things up and it was easy to tell who could and could not act in any given phase. Where it fell down was in the ratio of actions between combatants; because combats seldom go on for any great length of time (that is, the number of individual Phases is small), it's easy for low-SPD or even moderate-SPD characters to be left out entirely simply because of a run of high Phase-Determination Rolls. Over time, of course, the ratio of actions will inevitable stabilize, but who remembers how many times they got to clobber something in a session three weeks ago?
Third Variation: Randomised SPD Bonus/Penalty : This is the system we're currently trialling. At the beginning of combat, everyone throws 1d6. A result of 1 means that character has -1 SPD (for that combat only), a 6 grants +1 SPD, and any other result indicates no change. Otherwise, the Speed Chart is used as per the published rules. This system has the virtue of simplicity, the down-side being that players have to keep track of which Phases they act on for 3 different SPDs -- their normal SPD, and one either side. We haven't play=tested this system for long enough to show whether it's practical or not, but I have an uneasy feeling lurking down deep that it won't really serve the purpose terribly well.
Does anyone have any ideas any other kind of combat initiative system which fulfills the following criteria?
1) It must be very, very simple.
2) It must grant screen time appropriate to the character's SPD
3) It must be variable enough to provide a degree of uncertainty about exactly who gets to act exactly when
4) It must not change the system to the extent of removing or distorting the SPD mechanism completely
5) It must be simple. I mean it.