Battles taking too long - whats the tricks?

Another thing I've done is to use group initiative, instead of the players and monsters each individually rolling for initiative. Usually I give the players the initiative, unless they are surprised.

The main drawback of group initiative, is to minimize players from piling on and attacking the boss (or mini-boss) monster, and killing it in the first round. (Though the players all piling on a minion or a generic monster and killing it in one round, isn't much of a problem). Usually I'll have a layer of minions and/or generic monsters near the boss (or mini-boss), which can trip up the players via opportunity attacks.

I tried group initiative for awhile, but ditched it after deciding to use index cards flipped over the top of the DM screen to indicate Initiative Order. Group initiative causes some significant problems regarding abilities with Save Ends, and other statuses as well.
 

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I personally don't see that as a good thing. A combat that is too short is not any better, and probably worse, than a combat that is too long. I think the optimum time is about 45 minutes, maybe +/- 15 minutes (more + than -) depending on size and some other factors. I think that 15 minutes is too short and I would not like it any better than one that lasted for 1.5 hours. Encounters are "action," and having 15 minutes for action leaves a lot of extra time for "inaction." Obviously, it's not so black and white, but hopefully get the gist.

It all depends on what you call "inaction". Exploration, and non-combat interaction count as action in my game. Sitting around talking about possible plans and approaches to obstacles is sort of inactive but still engaging.
 

Right, that's why I put it in quotes. Sure, a non-combat skill challenge could be action-based and would probably apply to what I refer to as "action." Think of it more like an Action movie versus a Drama. When you go see a movie, how much of that movie do you want to be Action and how much of it do you want to be a chick flick? ;)
 

One trick I use is a house rule I read somewhere on this site. It changes initiative a bit but I found it works wonders.

1. DM averages the init mod for all monsters. Rolls 2d20 and takes the higher roll. This is now the init DC.

2. Players roll for init. Any player who beats the init DC takes a full turn now.

3. All monsters act. They can go in whatever order they want (can change every round) but they need to finish their entire turn before the next one can go.

4. All players act. They can go in whatever order they want (can change every round) but they need to finish their entire turn before the next one can go.

5. Repeat 3&4 until combat is done.

Up to you but I don't allow ready actions with this system cause it can get broken really quick.
 

Ok - we just had a 4 on 4 battle, 4 pc's vs. some vampire chick, 2 banshees and a sword wraith (14th levelish)

The battle took like 2.5 hours - which is just absurd and I dont think we were really being too slow about it but we werent just hard core nose down fighting.

My question is what are the commonly use tricks to speed combat up in this game. The WOTC modules have like 40 combats per module and it just takes way too long to finish up a module with combat taking so slow.

Keep in mind, im not hating on 4e - just sayin'.

Help me out here and give me some ideas that are commonplace to speeding this bad boy up so we can see more roleplaying in between our miniatures game.

Double all damage, on PC and Enemy sides.

That'll speed up combat significantly.

EDIT: Once you do this, you may find that status effects end up having too great an effect. You may want to allow two rolls on every saving throw to mitigate this. However, both rolls count, so failing both rolls could also adversely affect the victim.
 
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Sometimes combat can end quickly, and it still can be exciting and fun. But sometimes it gets to THE GRIND, that's when some fudging should be used without resorting to the arbitrary "wash". I'd try to do it as quietly as possible, without the players knowing (I have a notorious amount of Munchkins at my regular table, add to the fact I'm an old-school DM, and they're mostly new-school spoiled brats.) The easiest way is to decrease the monster HP and increase the monster damage. That way the players can keep their LEGAL characters with CORE rules. I keep the changes behind the screen, and the players never know.

My experience is that new-school, spoiled brat, video game-types, LOVE being super-heroes and invincible, while old-schoolers like getting beat up for a bit before winning in the end. By keeping the fudging behind the screen it'll keep everyone happy.
 


I really like the 2 hit minions for fast battles... 1 hit: bloodied, second hit dead... with damage equal to the bloodied value taking the monster out in a single blow. Use 2 of them instead of 1. Or double damage.
 

...The easiest way is to decrease the monster HP and increase the monster damage. That way the players can keep their LEGAL characters with CORE rules. I keep the changes behind the screen, and the players never know...

What ratios of reduction/increase do you use? I am familiar with 50%hp 75%xp but I haven't hear of this one before.
 

The best I heard was HP^0.9 and Damage increased by 1/2level, it increases damage output while lowring HP in proportion to how much it had originally.
 

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