(Psi)SeveredHead said:
It didn't help that we had a summoner. He doesn't feel like he's doing something unless he summons every round.
I'll second that. I have a druid in my group that summons almost every battle. Between his actions and the actions of his animaol companion and summoned creature, his turn takes forever compared to straight fighters/rogues. Casters in general take some time as well.
Other points I've seen that I agree with and some things I try to do to avoid it:
- Lots of NPCs = Long combat; use powerful individuals
- Iterative attacks = Long combat; keep games at low level
- AoO = Long combat; remove movement AoOs except approaching a reach target
- Grid = Long combat; remove the grid and play more descriptively
Other things to try out (mixed success for me, see how it works for you):
Remove iteritive attacks from the game, but allow standard non-attack actions to occur in the same round as an attack action. Giving people more opportunities to do interesting things besides attack adds alot of creative fun. Problem is monsters which this doesn't fix and can be hard to guage CR (I increased CR by 1 for CRs above 6)
At high levels, many iterative attacks are pointless, as only the first couple have a decent chance to hit. Give a +2 damage bonus for every iterative attack that the player foregoes in a full attack action. Encourage them to use this. Alternatively, grant a +1 attack bonus for hard to hit creatures. These bonuses only apply to the first attack.
Every player should have a measured string for how far their character can travel. This is much better than a ruler as it is always perfectly the right length (no need to look at numbers or lines) and you can easily measure non-linear movement (around corners or in a wide arc around monsters).