A big question in any role playing combat situation is: “When is it my turn?”
~The round table method
Who goes first can be figured out with the die roll
appropriate for the system taking into account all applicable bonuses. But rather than going
in what ever random order the dice might determine I’ll go around the table
starting with the highest role. To the left or right it’s up to the person
running the game. As the person running the game you will often find yourself rolling for both allies and adversaries to the players. Roll for each character or monster then determine if your highest roll was for an NPC working with the party or an adversary. If an Adversary ends up with the highest roll then have all adversaries go first and then the party, then the ally. Reverse it if the ally ended up with higher roll
Pros:
Each player
knows who they will be following in combat as each round passes and the stall
in a game that comes from a player saying “I didn’t know it was my turn” is
essentially removed. From the standpoint of running the game it gives you the opportunity to plan coordinated surprise attacks. Sometimes players might assume that one of the baddies has not held their action and will walk right into a trap. You, running the game, can simply turn to the next person and save time that would be needed to list each persons turn.
Cons:
Moving
enemies in mass can alert players to your plans more easily than moving them in
intervals. If a player is sitting on the wrong side of a player with high initiative bonuses they could be consistently going last.