I've seen a fair number of posts lately suggesting that winning initiative is providing a disproportionate advantage in combat at many tables. This idea has also been percolating in my head since one of our players joked that the main benefit of a good initiative roll from him was to allow me or our Hired Gun the first action, and another lamented that his roll of once success, six advantage essentially did nothing for him since PCs win ties anyways.
To an extent shooting first *is* the best form of defense, but I'm also wondering if people have considered allowing boons and setbacks on initiative rolls to spent as normal for combat resolution; for example, allowing a Vigilance/Cool roll of three successes, two advantage to not only tally as their initiative result but also allow the character to take a free maneuver before combat begins. Or similarly, using threat to give boost dice to the opposing side - but to less threatening characters, to both encourage the party to shake up the "optimal" initiative order and reflect that the party generating threat may be focusing on the fellows in battle armor up front, giving the less obvious threats on the other side an advantage in taking them off-guard. Essentially initiative would include a "pre-combat round" of maneuvering and jockeying for position right before the blaster bolts start flying.
I think the benefits of a system like this would be two-fold. First, it would provide some "ownership" of the initiative roll since it would affect your starting situation in combat even if another party member uses the actual slot you generated for another purpose. Second, it adds an element of uncertainty and could help groups from the "You turn around the corner, combat starts, roll initiative," school of gaming play around with more dynamic setups and springboard ideas for more engaging combat situations than simply determining who opens up first and proceeding straight to, "First one to die, loses!"
On a related note, I'm also leaning towards arguing at our table that Discipline should be a valid Initiative skill/roll for organized groups of minions. My understanding in actual combat squads is that speed of reaction is just as dependent on everyone watching the area they're supposed to, notifying their comrades, and reacting without hesitation in a crisis as it is on actual observational skills.
Thoughts?