[MENTION=27897]Ryujin[/MENTION]: yeah, that's what I'm concerned about. Likewise, I'm afraid that brute monsters would one-shot some of my players. (I'm thinking of removing crits from monsters.)
The thing is, 4E for us is a good game, but really we've never been able to manage fights in a sensible timeframe. By never, I mean that we've been playing it from the start and we're still at the 2-hour fight for normal fights and 3 hours for long ones. This eats too much time into battle for my taste. I've read dozens of threads on speeding up combat, nothing improves the timeframe significantly. We have one player that handles initiative, we roll damage dice at the same time as we roll attack dice, I cut down on usage of soldiers and solos, I have the enemies surrender or flee when it's apparent they'll loose, and recently, I even ended up preparing shortened PC sheets for my players in a short (few-sessions long) paragon tier adventure that look like monster stats (with powers having double or triple uses instead of having multiple different powers) to cut down on the PC sheet reading time, but even that wasn't enough. All that to no avail, although the battles are slightly (say, 5-20%) shorter, they're still way too long. We do include a bit of roleplay pretty much at each creature's turn, but asking us to do away with that is too much. I don't think we go overboard there, however.
Anyway. Thanks for everyone's comments so far. Hopefully more people will chime in, especially those that have tried this. The comments so far surprise me as I was not expecting the suggestion of halving monster HP but keep player HP as is. To me, this would have meant increasing the number of opponents to keep the fights balanced, which would have defeated the purpose. Now it seems some people do that however.
One optional rule that others mentioned is halve monster HP (but not players) but then double damage that monsters do (not players).
Mathematically a monster that normally lives for 6 rounds now dies in 3. But they still do the same amount of damage in those three rounds so combat moves faster but its just as exciting and tense.
If you want to play the game as is, your group can train like a military unit to speed up combat, though that's not for everyone. My group trained for the Ultimate Dungeon Delve (which WotC discontinued a couple years ago), and that helped tremendously.
Essentially, the UDD is a WotC convention tournament they used to host. Your party of 5 has 45 minutes to get through a tough encounter. If you run out of time before you defeat all the monsters, you lose. You then have to beat 6 timed encounters like this with no extended rests, but you get a short rest between each one.
We used the Dungeon Delve book and grabbed encounters out of there to train with. At first it was hard, but after about 3 to 4 practice sessions of really focusing on speed, we got through it. By our 7th or 8th run we could beat the encounters in 30 to 40 minutes and our main limitation became the speed of the DM to run all the monsters.
As a result of our delve training, long encounters no longer occur. Every one of our players can take their entire turn in under a minute and usually in under 30 seconds.
Here are the tenets of fast gameplay we developed:
1. Pay attention to what's going on in the battle.
2. Know your character's powers intimately, and when your turn comes be ready to act immediately.
3. Roll attacks and damage together.
4. Tell everyone when you are done so the next player can act.
Delve style play isn't for everyone, but on a side note here are some of the delve rules we developed to run our group more like a fantasy commando unit that could make it through the delve quickly:
Designate a leader (as in unit leader, not the 4e role)- The leader's job is to decide who gets focus fired.
Focus Fire - Pick the most dangerous enemy, usually a controller, and target them above all else, then move on to the next most dangerous enemy and so on.
No turtling - No hanging back and launching tentative attacks. Be aggressive.
Don't split the party - Everyone goes together so the monsters can't isolate a PC
Know your roles (aka Protect the Squishies!) - Defenders defend the controllers and leaders, leaders stay back and heal the defenders and strikers, controllers control the battlefield to hinder the enemies and help the defenders and strikers, strikers support the defenders and focus fire on the designated targets