**Initiative** I am starting a new 5e campaign and I am planning to use randomised initiative. I feel recording initiative take too long, for both my players and me. I tried grouping monsters and pre-rolling initiative, but even with a magnetic board I am not happy with the results. In addition, they tend to get into discussions about *"I do X because the boss can't act until you are done"*, which I feel is a mechanical distraction to immersion. I am planning to use shufflebag randomisation as initiative system: - Each player gets a go stone with his or her name on it. - I have go stones for monsters, numbered 1-9 At the beginning of each round, I will put all the stones in a bag. While there are stones in the bag, I will pull out the next one, and the selected player or monster then acts its turn. This hope this will allow for a simple randomised initiative system without much overhead at the table. **Balance** I will not use the system if I find it changes 5e balance too much, or if it is specifically unfair to certain players/classes. Known effects: - Dexterity as a stat is slightly nerfed - The 'Alert' feat is nerfed - It is not guaranteed that a monster acts between two turns of a player I am a bit worried about the third effect, but I am not sure how strongly this will effect gameplay and balance. And since it's randomised (no fudging by me), I think that positive and negative effects affect both monsters and players in a fair matter. So my questions are: - What (positive and negative) mechanical side effects do I have to take into consideration? - How do these interact with balance between classes? - In what ways does it benefit or disadvantage certain spells, class features or monster powers? A good answer will explain the most severe changes to stock 5e balance and might potentially discuss how they could be mitigated. I am _not_ looking for a discussion of how to use non-randomised initiative in a less time-consuming way.