Something else- You might want to steal the escalation die mechanic from 13th Age. It's super simple, inserts seamlessly into 5E initiative, and it will shorten combats as the PC's increasingly hit more often as the combat goes on- Also great to give badass "boss" monsters and up the tension on the players. (also having special monster abilities trigger when the die reaches "X"). I use a foam D6 about the size of a Rubix Cube on a tall candlestick/candleholder
Interesting idea. I would be more inclined to boost damage instead of hitting though since with BA hitting isn't typically hard (easily better than 50/50 in most cases).
Just some thoughts.
You may want to take a look at how long everyone is taking for their turns. These are low level characters (and relatively simple monsters) so why is it taking over two minutes on average for each person to act? (4 players plus the DM, 5 to 6 rounds, over one hour per encounter.)
The casters have a handful of spells and the warriors have a single attack (two if dual wielding). Even the monsters are pretty straight forward.
These are not insanely complicated characters (or monsters). They have a fairly limited number of options at their disposal in any given round. 2+ minutes is a very slow turn unless someone has a bunch of options to choose from (analysis paralysis).
Additionally, I would suggest mixing up your encounters a bit. For example, instead of 4 dire wolves you could have used 2 dire wolves and 2 bugbears (who were riding them or using them as a distraction or whatever). That'll make the fight more dynamic. For example, the dire wolves have pack tactics, so hopefully you weren't bothering with the trip check during the encounter if it wasn't going to matter anyway. But with the bugbears, it suddenly does matter! Additionally, bugbears are significantly lower HP but higher AC than the wolves, meaning that the players have strategic options to divide and conquer.
I realize you are using a module, but using a bunch of the exact same monster is rarely all that interesting (and hasn't ever been). Variety is the spice of life and all that...
The time each player takes is a while for a couple of them. Although not "newbies" anymore, they aren't really experienced either. I know what most of my spells do, I know tactics, etc. from years of playing other editions. So, some of the time is them deciding on spells and other things.
As for the module, one of the other players is running it, not me or our normal DM. This was only his 4th time DMing and it went pretty well. I am helping him as "co-DM", keeping him on track and helping him with rulings, etc. That adds a little time, as well.
But, this is still a bit issue (the time, I mean) when our regular DM is running the game. So, while it might be factor, I know it isn't all there is too it.
Agreed 100%, especially in higher levels. My solution is a little different, though. I don't like asking the players do anything out of the ordinary -- I prefer to keep my changes behind the scenes to give everything the veneer of officialness. So while I halve monster HP, as you do, I do not halve PC HP. Instead, I double monster damage. This has the same effect as halving PC HP, but it doesn't require the players to opt in to any homebrew nonsense.
Also, even though the results are the same, my solution makes the world feel deadlier, whereas your solution makes the players feel weaker. You can imagine which option players prefer.
LOL SO TRUE! Sigh... Yeah, I could do that. It means they players don't have to do anything, but the result is pretty much the same (my way gives the players a bit more HP than half, but close enough).
The only thing that is sort of weird about it is how the numbers work out. For example, an orc does 9 damage on average. Changing that to 18 doesn't work the same because at 1st level PCs won't have more than 16 HP or so (18 hp is impossible for level 1 PCs). So, while normally a PC could have 12 hp or more and the 9 damage wouldn't kill him, you way doesn't accomplish that.
Maybe I could give PCs their normal hp + their CON score? I'll have to look at the numbers more closely.