Declaratory Initiative (3.5e Variant Rule)

Not so much designed as a solution to a problem as to allow for more tactical combat and for a more 'realistic' portrayal of action speeds and the simultaneous nature of the turn. These rules are certainly a more interesting way to play the combat minigame, but are also a bit more fiddly, and place a lot more importance on getting higher initiative.

The Rules
At the beginning of each round, before any actions are taken, players declare the actions of their character (or monsters, in the GM's case), starting with the lowest initiative count. Once all players and the GM have declared their actions, they are resolved, starting with the highest initiative count.

In a surprise round, the surprised side declares its actions first, starting with the lowest initiative count, and then the surprising side does the same. Resolution likewise begins with the surprising side, starting with the highest initiative count, and proceeding normally, followed by the surprised side, also proceeding normally.

All actions must be performed to the best of the ability of the characters or monsters in question after they are declared. An action rendered impossible is simply wasted.