I mean, that's legitimately just straight up false, it just adds randomness to it and does nothing to level out the imbalance between the player and npc initiative. What fixes the problem would be actually intelligently assigning initiative values to the mob based on how agile they seem like they should be. (ex: bandits are probably medium initiative whereas zombies would be slow) The real way to solve the problem is to put 3 tracks for enemies: fast, normal, and slow which automatically assigns an initiative based on what level the monster is. Ideally something that someone with intentionally high initiative could feasibly overcome. Such a system would be easy to design, solve the initiative entirely, and once created would allow the devs to propagate it simply by marking any new monster they create appropriately in the code. It would take a very small amount of effort now and would make the game much better overall.