One way is to ditch the static phases.
This can be done by making snap, normal and deliberate action an init mod instead of phases. All snap actions reciave a +10 init mod, normal actions a +0 init mod, and deliberate actions a -10 init mod.
Start your round at 40 and count down the inits, with all actions resolving on their modified init scores. Only one init roll and much more fluid.
Please elaborate on it. Sounds interesting, and I hate phases, too.
How this works with the "3 actions per round" limit and "the 100% activity per round" limit?
Players still make their declarations using the snap, normal and deliberate rules and modifiers, figure their bonuses, and then count down the init.
This does speed up play because players will only roll one init a round. I have seen GM's who roll init for each phase. It also removes the guarantee that snap actions will resolve first, then normal followed by deliberate. Example;
Quen the high elf has a Qu mod of +12. In battle against a angry giant snapping turtle with an init mod of +3, quen rolls an 11 for init, the turtle a 3. Quen declared a snap quickdraw and a deliberate full attack against the rampaging monster with his two hand sword. The turtle will perform a normal full bite attack. Quens init is 33 for the quickdraw mnv and 13 for the deliberate action. The turtles normal action is resolves on init 6.
So the high elf will perform both his actions before the turtle even gets to make his one, though the turtle would be at full DB for parry of course. By using an init mod for the actions rather than the phases, the static nature is removed. No slow poke can guarantee he will go first just by declaring a snap attack. All other rules for percentages are left just as they are for full, react and melee and press modifiers. I have debated adding another -5 init mod to the react and melee, but I have never play tested it. Right now, I allow a react and melee to go on any init after his init score is reached. In the example of Quen above, a react and melee declaration would have had an init of 23 (straight init roll plus Qu mod). On init 23, or any lower init, Quen could have declared his "attack of opportunity".
In another example, Quen wants to charge across a room and wack a mole. He declared 20' of movement as a snap action and a press and melee normal attack. Because of the press and melee declaration, movement penalties are halved. Quen has a Base Rate of 94 and will run forward. Movement is limited to 20% in the snap phase, but since 20% of quens run rate is 37.6 feet, he can close with no problem and only suffer a -10 penalty. On init 33, he begins to move. On init 23, he has arrived and may attack, assuming no one from init 32 to 24 has harmed him, stunned him, whatever.