For some players, finding the little ribbon on the Carousel to see who is active can be difficult. Some CRPGs that use a carousel for turn-based combat (such as "Temple of Elemental Evil") display it so that whoever is active is always in the left-most slot. Others (like "Divinity: Original Sin") use a carousel, but make the active combatant's portrait noticeably larger than the others.
For game systems that only determine initiative once, and give each combatant a single turn within that (and seldom change the order), it can be clearer to some users who is active by using the latter method. When combat begins, highlight the left-most portrait -- and when they finish their turn, move their portrait to the right end of the list, and highlight the next portrait (which is now on the left end). As players get closer to the point where they can take their turn, their portrait gets closer to the left side.
Naturally, this should be an OPTION. Not all players will find this method intuitive, and in rulesets with more fluid initiative (for instance, if you reroll every round), this method won't work at all.
For some players, finding the little ribbon on the Carousel to see who is active can be difficult. Some CRPGs that use a carousel for turn-based combat (such as "Temple of Elemental Evil") display it so that whoever is active is always in the left-most slot. Others (like "Divinity: Original Sin") use a carousel, but make the active combatant's portrait noticeably larger than the others.
For game systems that only determine initiative once, and give each combatant a single turn within that (and seldom change the order), it can be clearer to some users who is active by using the latter method. When combat begins, highlight the left-most portrait -- and when they finish their turn, move their portrait to the right end of the list, and highlight the next portrait (which is now on the left end). As players get closer to the point where they can take their turn, their portrait gets closer to the left side.
Naturally, this should be an OPTION. Not all players will find this method intuitive, and in rulesets with more fluid initiative (for instance, if you reroll every round), this method won't work at all.