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What are some ways my new game Where could handle initiativeI go to find editing services that specialize in RPGs?

So I have had a time travel themed RPG successfully kickstarted and am entering the stage where I await feedback from the playtesters (and debate on who to seek. In the meantime, I am searching for editing services but that's a separate question). One of the first comments that have come up from players who have a primary interestspecialize in board games have said they had problems determining initiative as well as how often a player actsrpg writing.

The game as intended does not have initiative sinceWould the playersediting services by Createspace be sufficient or are the onlythere ones making rolls with outside forces providing modifiers to difficulty. Also, it's, in my mind, focused on smaller groups. Also, in any particular scene, the player who isout there to act or best able to act will takethat the lead with other players narrating how they are assisting (offsetting penalties).

With this kind of set up, how can initiative and numbercommunity knows of actions per turn be handledI could query?

For a further explanation. The game is a roll under system where you roll 2d6 and attempt to roll lower or equalEdit: I altered the question entirely to your Trait + Skill +/- penalties/bonuses. Crits happen if you roll your trait or lower. Critical fails happen if you have incurred a paradox flux or if you roll a natural 12. Failures can be compromised for full success with a later paradox flux or a partial success with an added flaw or plot twist beingbetter fit the resultrules.

What are some ways my new game could handle initiative?

So I have had a time travel themed RPG successfully kickstarted and am entering the stage where I await feedback from the playtesters (and debate on who to seek for editing services but that's a separate question). One of the first comments that have come up from players who have a primary interest in board games have said they had problems determining initiative as well as how often a player acts.

The game as intended does not have initiative since the players are the only ones making rolls with outside forces providing modifiers to difficulty. Also, it's, in my mind, focused on smaller groups. Also, in any particular scene, the player who is there to act or best able to act will take the lead with other players narrating how they are assisting (offsetting penalties).

With this kind of set up, how can initiative and number of actions per turn be handled?

For a further explanation. The game is a roll under system where you roll 2d6 and attempt to roll lower or equal to your Trait + Skill +/- penalties/bonuses. Crits happen if you roll your trait or lower. Critical fails happen if you have incurred a paradox flux or if you roll a natural 12. Failures can be compromised for full success with a later paradox flux or a partial success with an added flaw or plot twist being the result.

Where could I go to find editing services that specialize in RPGs?

So I have had a time travel themed RPG successfully kickstarted and am entering the stage where I await feedback from the playtesters. In the meantime, I am searching for editing services that specialize in rpg writing.

Would the editing services by Createspace be sufficient or are there ones out there that the community knows of I could query?

Edit: I altered the question entirely to better fit the rules.

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What are some ways my new game could handle initiative?

So I have had a time travel themed RPG successfully kickstarted and am entering the stage where I await feedback from the playtesters (and debate on who to seek for editing services but that's a separate question). One of the first comments that have come up from players who have a primary interest in board games have said they had problems determining initiative as well as how often a player acts.

The game as intended does not have initiative since the players are the only ones making rolls with outside forces providing modifiers to difficulty. Also, it's, in my mind, focused on smaller groups. Also, in any particular scene, the player who is there to act or best able to act will take the lead with other players narrating how they are assisting (offsetting penalties).

With this kind of set up, how can initiative and number of actions per turn be handled?

For a further explanation. The game is a roll under system where you roll 2d6 and attempt to roll lower or equal to your Trait + Skill +/- penalties/bonuses. Crits happen if you roll your trait or lower. Critical fails happen if you have incurred a paradox flux or if you roll a natural 12. Failures can be compromised for full success with a later paradox flux or a partial success with an added flaw or plot twist being the result.