Piratecat
Sesquipedalian
How I'm handling initiative is working really well for me.My biggest slowdown usually happens right at the beginning of combat - that is, rolling everything's initiative. Sure, I can roll several d20s, but when you have to roll for 6-10 creatures and write down all the players' initiatives then write the order of who's going when... there any easy way to speed up the startup time?
I have a separate index card for each player, turned vertically with their name written on it. I have different colored index cards for monsters. I use a different card for each type of baddie (one for goblin warriors, one for goblin cutters, etc.) Each unique type of baddie always acts simultaneously.
At the beginning of combat I say "Roll initiative!" I roll and write down the monster initiatives. Then I shuffle through the cards. "Eli?" "13.4." The .4 is his init number; that way, if someone else also rolls a 13, I instantly know which card goes first. As soon as I have everyone's number written down, I start combat.
In combat I say "James is up, Mark is next, then a monster, then Sarah." I update this as each player finishes their turn. That way they have a few minutes to think about their action. I encourage them to have their action ready. If someone holds or delays, I just shuffle the card to the new spot. I may also hand them the card if they're holding, or turn it sideways until their held action goes off.
Use power cards, and consider having them roll to hit and damage at the same time. This also speeds up combat a lot.