Kenny H. said: @Simon: I have been loving our sessions, do you mind if I make a suggestion? With our party of players and NPCs, when we do a battle, it could get quick messy with our excitement to want to act immediately/ASAP and not knowing who should go after who.... quite a few times in the past we all went at once and I think things got a little bit chaotic and confusing... Can I suggest we roll for initiative when we go into battle from now on, so that we all know our order of melee, and we can finish our turns properly before someone goes next? ....I think this may make everything smoother/clearer, and rolling for initiative does add to the excitement of the game too? I support this. I understand the way you run it and it does make sense, however, I do think that it gets confusing. Also, if there are multiple enemies, there's less opportunity for battle tactics. If we all go at once, I may rush up to an enemy, Percy may shoot at them, Syrus casts a spell like Thunderwave. If that all happens at once, I could end up taking friendly fire whereas if we took turns, either Syrus would get his spell off before I get there, Percy could obliterate the enemy with his sneak attack, then I may choose a different target. Alternatively, if I go first and get into melee, that may change what Syrus would opt to do (I would hope he'd choose to avoid an AoE spell, for example). There is a way to add initiative rolls directly to the turn tracker, if that would make things easier to manage. <a href="https://roll20.zendesk.com/hc/en-us/articles/360039178634-Turn-Tracker#TurnTracker-AddingTurns" rel="nofollow">https://roll20.zendesk.com/hc/en-us/articles/360039178634-Turn-Tracker#TurnTracker-AddingTurns</a>