Combat Endeavors?
My group has completed two sessions with a total of three combat encounters. They mentioned that these encounters tend to take a while to fully resolve, leading people to lose interest until it's their turn. I understand this because we moved away from 5e to other systems partly because combat took so long, and this feels similar to the length of 5e combat.
One of my players suggested trying a combat endeavor for some smaller encounters or side quests.
It might work like a best-of-3 endeavor: if you fail by a certain margin, that many people reach 0 hit points and gain an injury.
They don't want to eliminate combat entirely for larger story moments, but our available playtime is limited. I was curious whether anyone has similar ideas or if this approach could be feasible for preventing the game from slowing down.