Re: Speeding up combat suggestions?
I'm not using 5th yet (I've been off doing other games for the last couple years) but one conclusion I came to over the years of running Hero was that it wasn't the actual combat resolution that took so much time; it was distraction and indecision.
Distraction: Fact is when you've got any decent number of people playing, there are going to be distractions; people will be looking things up in the book, working on a new character on the side, going to the restroom, making a snack...whatever. You can try to be draconic about controlling it, but usually all that really serves to do is tick people off.
Indecision: One of Hero's strengths is it has a very rich combat system; there's a lot of actual, meaningful decision you can make in a fight. In Champions there's often even more, as doing things like managing a multipower or otherwise chosing from a repetoire of attacks for the situation can take some thought. Some people can do this in a snap second; some can't. Again, pressuring people rarely has overall benign effects.
There is one solutiond to both these problems, and it's already in the rules: Holding an Action. Currently, Holding is a little too rigid to solve this; you have to specify situations and so on. But if you let people Hold to a later time and declare when convenient, there's often no need to pause and wait for them to make up their mind, come back from the restroom, get up to speed on what happened while they were distracted, or whatever; you can just give them a short response time, and if they can't come up with it, say "Okay, you're Holding, let me know when you decide what you want to do."
95% of the time this is harmless; the player decides a moment later and acts, and you move on, or decides to interrupt a bad guy, you make the contest of Dex rolls , resolve events and move on. And it cuts out astounding amounts of time wastage.