I want to keep Initiative to 2d6 or 3d6 max (there is a "trait" in the Strontium Dog book that I might start using that makes it 3d6--plus I wrote up some Wired Reflexes that also gives 3d6). I think rolling 1d6 per DM is taking it outside the standard game system a bit too much.
I would generate Initiative using the normal rules. I might consider adding the Int DM as well as the Dex DM, but personally I feel that Tactics and Leadership skill rolls take care of the "mental component" of acting quickly in combat conditions.
My goal is to make going twice extremely rare and going more than twice impossible (I run into reality here--6 seconds just isn't that much time and Traveller is meant to be more realistic and less cinematic than other systems).
One can reliably go twice only with lots of ambushes (automatic 12+DMs), good Tactics and Leadership rolls, and/or a high Dex DM. One can also go twice virtually all the time by hitting up with Combat Drug (+4 DM) or Slow (+8 DM).
I would generate Initiative using the normal rules. I might consider adding the Int DM as well as the Dex DM, but personally I feel that Tactics and Leadership skill rolls take care of the "mental component" of acting quickly in combat conditions.
My goal is to make going twice extremely rare and going more than twice impossible (I run into reality here--6 seconds just isn't that much time and Traveller is meant to be more realistic and less cinematic than other systems).
One can reliably go twice only with lots of ambushes (automatic 12+DMs), good Tactics and Leadership rolls, and/or a high Dex DM. One can also go twice virtually all the time by hitting up with Combat Drug (+4 DM) or Slow (+8 DM).