Re: Why is Speed so unpopular?
"Too predictable" is not a complaint I've seen. The one I've most often encountered is the difficulty of keeping of who goes when. Which, yes, in theory can be done easily enough if you use some kind of chart. But which in practice, in games I've seen or played in sometimes, proves troublesome. People (players or sometimes NPCs) get overlooked when their segment comes around, only to realize too late that they missed their phase.
There's also the issue of a potential wide disparity in a player's involvement in the game. Especially if he's new to the game and doesn't grok the importance of speed, he could find himself sitting through long stretches of combat with nothing to do while players with considerably faster characters are busily engaged in smiting the bad guys.
But really, the guy in our gaming group who least likes Champions (we play it sometimes, in rotation with GURPS, Fudge, Seventh Sea, D&D and other systems) doesn't care for that--but has more issues with calcuating OCV & DCV and counting the stun and body on large handfuls of dice, and comparing it to defenses which can vary dramatically from one character to another (or on the SAME character, depending on what kind of attack it is). I think he has a point, frankly, but I still enjoy the game.
God is my co-pilot, but Satan is my door gunner!
Brock Samson: I'm gonna go outside and get some of that action.
Doctor Venture: Do you want to change first?
Brock Samson: Nah, I like wearing a tux when I'm killin' guys. It makes me feel like James Bond.
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