I have had some really slow combats at my table. And just to be clear I mean a L+3 encounter taking 4-5 hours. I have taken steps to reduce this at my table, but I think my biggest problem is how my players optimize their PCs and the sheer quantity of time some of my players take to take their turn.
Let me start with my table composition - noting that not every player shows up each week, but I'll put an * by those that show most often.
Fighter*
Fighter*
Warlord*
Bard*
Sorcerer*
Ranger (bow)*
Paladin
Assassin
Wizard
Among my 6 common players I have:
2 Defenders
2 Leaders
2 Strikers
Among the rest I have:
1 Defender
1 Striker
1 Controller
I have a player at my table who was bound and determined to get a really high AC and he did....at the cost of all the extra damage he could have been doing each round and the bonuses to hit he could have had. He started with an Avenger and spent several feats on raising his AC as high as he could get it. He did less damage than other strikers and didn't hit as often in exchange for higher defenses. When they nerfed AoF so that you couldn't wear leather armor anymore he switched to a fighter where his AC and damage didn't change appreciably.
Just writing this response makes me realize that part of our "grind" issue is party composition. With 6 players at my table I only have 2 strikers, but I feel like we need 4. I've multiplied all monster HPs at my table by 7/10 (30% reduction) and their damage by 10/7 (about a 42% increase). This has worked for my table acceptably, but combats are still longer than I'd like.
I still think the biggest drag on combat time is players who take forever (so it seems) to take their turn. I could have 5 or 10 monsters and even though this would double my dice rolling time going from 1 minute to 2 minutes doing my turn (as DM) just doesn't take that long. My players socialize substantially and this drags things out quite a bit.
Let me start with my table composition - noting that not every player shows up each week, but I'll put an * by those that show most often.
Fighter*
Fighter*
Warlord*
Bard*
Sorcerer*
Ranger (bow)*
Paladin
Assassin
Wizard
Among my 6 common players I have:
2 Defenders
2 Leaders
2 Strikers
Among the rest I have:
1 Defender
1 Striker
1 Controller
I have a player at my table who was bound and determined to get a really high AC and he did....at the cost of all the extra damage he could have been doing each round and the bonuses to hit he could have had. He started with an Avenger and spent several feats on raising his AC as high as he could get it. He did less damage than other strikers and didn't hit as often in exchange for higher defenses. When they nerfed AoF so that you couldn't wear leather armor anymore he switched to a fighter where his AC and damage didn't change appreciably.
Just writing this response makes me realize that part of our "grind" issue is party composition. With 6 players at my table I only have 2 strikers, but I feel like we need 4. I've multiplied all monster HPs at my table by 7/10 (30% reduction) and their damage by 10/7 (about a 42% increase). This has worked for my table acceptably, but combats are still longer than I'd like.
I still think the biggest drag on combat time is players who take forever (so it seems) to take their turn. I could have 5 or 10 monsters and even though this would double my dice rolling time going from 1 minute to 2 minutes doing my turn (as DM) just doesn't take that long. My players socialize substantially and this drags things out quite a bit.