Something I've been debating about implementing for my group is whether or not to throw out D&D's concept of initiative order for a less granular "Phase" — all the players act, then all the enemies act, then a new round begins, etc.
My hope is that this will make combat faster, since the PCs can plan and execute their plans simultaneously. My fear is that this will make combat deadlier, as it becomes inherently less reactive.
Are there any official variants or rules suggestions on how to handle initiative "phases" instead of a turn order? My working idea is that each player's individual turn can happen in any order within the phase, to better facilitate combat tactics / combo synergy.
This question asks not only about if they exist, but, if applied, what are the implications of the rule as well.