I run a pretty-heavily home-brewed version of AD&D and developed an Initiative Roller macro that reflects a lot of those changes but it could definitely be modified to fit many other more traditional games. Specifically, I abstracted weapon speeds and casting times down to 4 ranks (very fast, fast slow, slowest), built in modifiers for Movement, modifiers for Dex bonus and modifiers for Encumbrance and then included a catch all for any situational modifiers. That’s a lot of options and it took a few sessions for my players to get it but now they all manage it pretty easily. I should also note that the context for my macro is perhaps different in a couple of ways due to home-brew changes I’ve made to the game: 1. I’ve changed the length of time that defines a Round to 20 seconds to somewhat reduce the tension between an abstracted 1 minute combat round and the second-by-second actions that most RPGs tend towards. A Round is then divided into two 10-second Segments. A player can take 1 action each Segment (although some actions, such as attacking, ends their round so they would often happen in the second segment). 2. My macro should be rolled AFTER every player has announced what they intend to do. Each player would need to know what they intend to be able to fill in all the inputs. Some GMs/players may not like this approach. Here it is: ! ?{Weapon Spd or Casting Time|0|1|2|3|4} ?{Movement|None,0|Half Move,2|Full Move/Charge,4} ?{Encumbrance|Normal,0|Heavy,1|Very Heavy,2|Max,3} ?{Special|0} @{selected|token_name} rolls for Initiative: [[1d6+@{selected|SurpriseBonus} + ?{Weapon Spd or Casting Time} + ?{Movement} + ?{Encumbrance} + ?{Special} &{tracker} ]] Rob S. said: Interesting and much simpler than the one I developed. How do the players know how many segments to add to their roll? Khruc said: Initiative Macro for anyone who might need.