fanboy2000
Adventurer
Interesting, you and I are having the same experience (combat takes the same amount of time IRL, but a higher number of rounds) but we evaluate that experience very differently. I love it, it's one of the reasons I like 4e so much. That said, here are my suggestions:
1. I'm going to echo Cadfan here: rewards in the middle of combat.
I use an approximate 1:1 ration of monsters to PCs. The more bad guys the PC drops during combat, the better everyone feels. This is an aspect of the system I like: it's easy to design a combat with multiple opponents.
2. Tactical maneuvering.
The bad guys should move around so that they can flank or force the PCs into moving in unadvantiougous (sp?) ways. My personal favorite is something my friends called "The conga line of death." where PCs would flank a monster who was flanking a PC. Tactical movement keeps the players engaged in what is going on and makes their turns more interesting.
3. Narration
I like styling my narration after scenes in Kill Bill personally. Your millage may vary.
4. Encourage players to move through a round quickly by planning a head. I know what kind of information I need to determine the outcome of an action and will ask for it if I'm not given it quickly. My side of the a combat turn sounds a lot like this: "What do you do?" "vs AC?" "Roll the attack." "Hit (or miss)" "Roll damage." [Narrate outcome] I'm like a conductor, I control the tempo and who's playing at that time.
As always, your millage may vary.
1. I'm going to echo Cadfan here: rewards in the middle of combat.
I use an approximate 1:1 ration of monsters to PCs. The more bad guys the PC drops during combat, the better everyone feels. This is an aspect of the system I like: it's easy to design a combat with multiple opponents.
2. Tactical maneuvering.
The bad guys should move around so that they can flank or force the PCs into moving in unadvantiougous (sp?) ways. My personal favorite is something my friends called "The conga line of death." where PCs would flank a monster who was flanking a PC. Tactical movement keeps the players engaged in what is going on and makes their turns more interesting.
3. Narration
I like styling my narration after scenes in Kill Bill personally. Your millage may vary.
4. Encourage players to move through a round quickly by planning a head. I know what kind of information I need to determine the outcome of an action and will ask for it if I'm not given it quickly. My side of the a combat turn sounds a lot like this: "What do you do?" "vs AC?" "Roll the attack." "Hit (or miss)" "Roll damage." [Narrate outcome] I'm like a conductor, I control the tempo and who's playing at that time.
As always, your millage may vary.