There's an issue that kind of rose up in the discussions on "players go first, actions are in DEX order". It's actually a lot looser than it sounds.
The problem I have with a lot of initiative systems is that there's a whole lot of figuring out a formal order first, then people waiting for their turn. That's so common, so ingrained, that a lot of people probably think I my suggestion is to figure out everyone's DEX first and resolve the attacks in that order.
Nah. That's too fiddly. After getting a general idea of what everyone's plans are, I would just go from player to player and resolve whatever situation they are in. If they are fighting an opponent, I would check the DEXs then, to see who hits first. If they are hanging back, safe from attack, and performing some other action that isn't time-critical, like casting a spell that will take effect on the next round, then there's no need to check DEX at all.
In my last play group, I did it differently, since I was going entirely by weapon length with DEX as the tie-breaker (the inverse of what I'm now suggesting.) Part of the reason I changed it was because there was a little bit of figuring out everyone's action order first, which is what I want to avoid. Plus, maybe there wouldn't have been that TPK in the battle with the skeletons.