D'karr
Adventurer
Agreed.Combat accelerates pretty rapidly as you remove participants.
It only drags on if the TPK isn't a possibility, and you need to contrive some way for your fewer-remaining-PCs to somehow defeat a greater number of opponents.
I'm not sure I've ever seen a situation in practice where this is actually the case. If TPK is not a possibility it means that the monsters can't hit the PCs or they do so little damage that they can't really hurt the PCs. For this to work as you describe the monsters can't hurt the PCs and the PCs can't hurt the monsters. I would call that pretty bad encounter design.
And of course, if you can do that, then there's nothing stopping them from doing the same.
Forgive me but I really don't understand what this means within the context of what you said right before it. Would you mind explaining?
And yes, it's pretty much a given that both sides will be using the same healing rules, so any change to those rules would affect both sides evenly.
I understand what you are saying here but it does not apply, in general, to 4e. Monsters get 1 healing surge as a default, if it is ever needed. There are really no times in which I would consider it good practice to heal monsters, particularly from a pacing perspective. There are monsters that regenerate or even mitigate damage but as a general rule it is a waste of pacing time to heal monsters. That would definitely cause grind, and is probably why is not a practice much, if ever, used.
Instead leader type monsters might give temp HP, decrease damage, or debuff hits (attack penalties) essentially filling the same function of making monsters last longer.
IMO bad encounter design is a different issue altogether and should be addressed separately.