Quickleaf
Legend
Those are all good things. I agree it can be frustrating for the whole group when fight after fight drags. Given 4e's design I haven't found a silver bullet solution to combat grind, but there is "copper buckshot."skyscraper said:I've read dozens of threads on speeding up combat, nothing improves the timeframe significantly. We have one player that handles initiative, we roll damage dice at the same time as we roll attack dice, I cut down on usage of soldiers and solos, I have the enemies surrender or flee when it's apparent they'll loose, and recently, I even ended up preparing shortened PC sheets for my players in a short (few-sessions long) paragon tier adventure that look like monster stats (with powers having double or triple uses instead of having multiple different powers) to cut down on the PC sheet reading time, but even that wasn't enough.
Some things you didn't list which have contributed to faster games for us:
* Provide monster defenses in an easily visible format ( I prefer cards hung over the DM screen initiative order)
* Track conditions with poker chips & zones with wireframes
* Updating all monsters to MM3 damage expressions
* Avoiding use of higher level monsters in most fights
* Including damaging terrain & other "accelerants"
* Don't always use a battle map, when setting up map/minis enlist help of players, and create assembly maps of dungeon tiles in advance
* Pre-roll monster initiative (or use averages)
When coupled with the strategies you already use and 1/2 monster HP you should be able to get a 50% reduction in combat times.