It wouldn't be that big a deal to import the 1E AD&D combat mechanics into Conan, I don't think. You'd keep Conan combat the excact same as written except when the characters were engaged in combat. Thus, initiative is, indeed, only thrown once, as per the game, and each character keeps his initiative throughout the encounter.
But, when combat starts, the simple d6 from 1E is thrown to see who gets first blow--no matter who's turn it is. 1E combat mechanics are used. Just assign SFs from 1E to the Conan weapons. That shouldn't be too hard.
Here are the simple rules of combat from 1E AD&D.
1. - The longer weapon always strikes first, on the first round only.
2. - Each combat round, an unmodified d6 is thrown. The character with the higher throw attacks first.
3. - Ties on the combat initiative throws in 2 mean that weapon speed factors are consulted, possibly allowing shorter weapons more attacks.
4. - If a character gets more than one attack in a round, then he must alternate them, allowing his opponent to attack in between his attacks. Thus, if a character with combat initiative gets two attacks per combat round, he can attack, then his opponent attacks, then his second attack is played.
A combat round would look like this:
Conan vs. two Vanir, one with an axe and one with a two handed sword. We'll say that Conan gets 2 attacks per round but the Vanir don't.
Initiative is thrown as usual. Conan moves first, followed by the redbeard with the axe then the redbeard with the sword.
1. So, it's Conan's move. He runs up to the Vanir with the axe and attacks. Now, these two are engaged in melee. So, the d6 is thrown. It's a tie, and as it turns out, the Vanir's axe gets two swings this round.
Conan attacks.
Vanir attacks.
Conan's second attack.
Vanir's second attack.
2. The axe Vanir should go now, but his turn was interrupted by Conan attacking him. He's done his actions for the round.
3. It's the Vanir swordsman's turn. He runs into the melee to help his buddy. He only gets one attack per round, and his target, Conan, has already gone this round. So, the Vanir attacks.
What's cool about these rules is that the combat round can turn out differently. There's enough spice thrown in to make things very interesting.
To review, above, what we had was this...
Conan moved to the axe Vanir and attacked.
The axe Vanir attacked.
Conan's second attack.
The axe Vanir's second attack.
The Vanir swordman's attack.
Here's how the round could be completely different...
Let's change so that the Vanir swordman has initiative. Followed by Conan, followed by the Vanir with the axe.
He'll move to fight Conan. Since this is the first attack, and the Vanir has a weapon from a longer weapon class than Conan, the Vanir automatically gets to attack first. But, Conan still gets his two attacks per round.
Vanir swordman attack.
Conan's first attack.
Conan's second attack.
Conan's turn has been stolen from him in the melee (as Conan did to the axe Vanir in the first example), and it's the turn of the axe Vanir.
Vanir axeman attacks.
In version 1, this was the order of the fight.
Conan moved to the axe Vanir and attacked.
The axe Vanir attacked.
Conan's second attack.
The axe Vanir's second attack.
The Vanir swordman's attack.
In version 2, this was the order of the fight.
Vanir swordman attack.
Conan's first attack.
Conan's second attack.
Vanir axeman attacks.
I like the pizzazz this puts into the game. I may play around with this and consider using it in my campaign. It's pretty neat.
It does add some extra dice rolls, but not as many as you might think upon first consideration.
In version 1, we had one extra dice throw, the combat initiative throw between Conan and the Vanir axeman.
In version 2, we had no extra dice throws, because the weapon length rule was used.
Of course, we're tallking about 1 round of combat. I think you'll get an extra roll or two here and there if played out for a couple of rounds.