It's something that's been discussed here before (as I think you mentioned in the OP), and I've been trying to nail down exactly what the root cause is over the past year or so.I will say, however, that I am blessed with players who are not on the phones and are always ready when their turn comes around.
I have a few questions: 1) How many players? (That's not in your chart, and I may have missed it in the lead-up); 2) Do you factor in grid setup time? I mean, if you weren't running a combat, you wouldn't have to set up the grid, so I kind of feel like it's part of each combat.
My IRL players drink and talk about world politics. Everything takes forever. But it's part of the comradery of our game, so I put up with it.
My games have a lot of this too. I think the average length of a round in my group is slightly misleading because often rounds go by A LOT faster than 6 minutes each (I'm talking 2 minutes or less) - which also means, of course that some rounds (like the ones you describe) take A LOT longer.2) Focus on stunts/negotiations/non-standard actions. I have 5 players (across multiple groups) who like to try something weird at least once or twice a battle. Some weird stunt that involves multiple grapple checks and positioning, trying to talk to the enemies during combat, casting a new spell they've never used before and aren't quite sure of what the implications are, etc., etc. Combine this with a newer DM (2 of my groups have first-time DMs) and trying to do this on online battle maps, and this is the source of a lot of 10+ minute turns.
Have you timed them? I'm not saying I doubt you, but... that sounds impossible. I can't even imagine anyone being able to articulate what they're doing in that time, far or less decide and roll. Do they all speak at once?WOW...it seems my games FLY by with combat.
Rounds with 5 players take a little over a minute overall.
Yea, I’m kinda tempted to record a few sessions and then do transcripts.I just realized I should try another strategy for timing combats. Record the whole session and then just fast forward to when initiative is called and check the time sig for when it ends - that way I never have to remember to start or stop the timer and can even count the rounds post session if I have to.![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.