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Initiative determines whether or not you're flat-footed in combat. Until you act your turn, you are flat-footed and denied any dodge or dex modifiers to your armor class. High initiative rollers will therefore get a "free" first attack against a character that is almost guaranteed to hit.
The primary impact of this is to stagger character actions, so rather than everyone taking actions at more or less the same time (every 6 seconds) the actions are spread out over the 6 seconds that makes up a round.
Higher stealth vs low perception helps ambush. The most characters you try to use on the initial ambush the more likely one will be spotted by the enemy. The more enemies, the more likely you will be spotted.
Best ambush at this time is from range attacks with crossbow/bow or a spell. Charging often is noticed and melee is hard to get that close without being noticed.
pets are very good at the ambush. you will notice they can charge in attack then if they are high initiative like the leopard is it will only have 1 sec until it's first turn in the round and get another attack very fast. Pets also have a very large range for charge even while stealthed. Humanoid range stealthed is pretty low unless you use the expeditious speed buff then it doubles the range.
One complaint i have is that enemies don't seem to ambush you enough or even notice you. you can see them and prepare for the battle. why do you see them and they don't see you? Very uncommon in table top version- even if you are stealthed. but in the game you dont even need stealth to notice enemies before they notice you. Maybe this changes in higher levels???
As to the topic, initiative is good especially for ranged rogues wanting to get in a sneak attack damage in round one where flanking may not be set up yet and stealth wasnt an option. Conversly if your melee rolls low initiative keep them out of melee range until they can act to avoid the ac loss. It is an odd mechanic to translate over as it doesnt mesh well with moving outside of your turn. Fail initiative? Run away until flat footed is gone. Win initiative? Run in and get some easy hits in.