Speeding up combat?

Yes, combat can be slow at times for variable reasons. I use 3.5 and all players have levels in some kind of spell caster.

I make it mandatory that if a player wants to cast a spell, he better have the player's handbook open to the spell and be ready to answer my questions on save DCs, duration, range, etc...

One time, with four player's with 20th level characters fighting some ice devils, and pit fiends, 3 rounds took an hour (counting the set up).

YEAH, let the players win. Just say, "This is taking too long, He's dead already."
 

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Interesting. I have found that 4E is so tactics-oriented that combats are much longer than combats in 3.x were
Ah, no. I don't want to enter edition-war territory, but 3e combat is a lot slower, particular at the higher levels. More precisely 4e combat _feels_ faster because finishing a single round of combat is faster. In 3e we've had combats where resolving a single round took more than an hour!

Quite recently, for the first time ever, I've handwaved a 3e combat after a couple of rounds (i.e. a couple of hours) because the conclusion was obvious (it was a fight against four avatars of elemental evil).

I guess high-level combat in 4e will also take a while but at least it takes a lot more rounds which means the players get to act more often, i.e. individual turns are faster, so they don't have to wait endlesslessly until it's their turn again.
 

I think this will always be some issue with rpgs where the more complexity you introduce into it, the longer combats or other situations will take to get resolution.

A solution exists in that technology can help mitigate the combat time, but then you have to make sure that you have the appropriate kind that won't detract or ruin the feel of the game. For me personally, I love the use of my laptop to help me manage the combat's, keep track of stuff, and I feel it has made my game more efficient in terms of keeping it going.

Also, if the DM is aversive to any technological pursuit, then an alternative is to simplify the complexity of the game through elimination of rulesets within the game. The caveat of this is that putting the rpg under the scalpel tends to create a different rpg and play experience altogether.

Another option is to houserule the complexity in that making the first couple of rounds in any standard fight the most important ones and then after that, the encounter is over--If the PC's come out stronger after two rounds, they win the fight. If not, they retreat. Draws are in the PC's favor to get the game moving. The only time where a fight is played out round for round is with the BBEG.
 

I've tried a variety of methods to speed of combat, and certain methods only work for a certain period of time, so you'll need to change your approach every now and then. Some of the more successful:
  1. The DM has to be on top of his/her game! Get as organized as possible prior to the session. If the DM has a laptop/netbook, use a DM program to help manage the combat - some are VERY helpful.
  2. The DM must be energetic and drive the action. Talk faster (unless you already talk fast...)! Talk excitedly! Push the players. Go! Go! Go! This is combat, not chess!
  3. DM should pre-draw the combat layout on hex/square grids prior to the session.
  4. Avoid reading rules during the game. If a rules question comes up and the rulebook must be consulted, then either a) DM should make a snap decision and talk about the ruling after the session is over, or b) have the player find the rule and read it over while delaying the decision, then once the rule is found, the DM decides as quickly as possible.
  5. Use a combat pad (i.e. a dry erase/magnetic board that lists the initiative order) so that players can easily see who's turn it is and when they are up next.
  6. At the start of every player's turn, the DM should announce the player who is up following this player to prompt them to start thinking about their actions.
  7. DM could pre-roll a page of attack/damage/skill rolls, then cross them off the list as he/she goes along.
  8. Use an egg timer to time the players' actions/decisions. If it runs out before the player decides, then delay their action.
  9. If a player has left the table (bathroom break, smoke break, food break, etc.), then delay their action.
Already mentioned, but worth reinforcing:
  1. Players should have their spell information ready if they plan to cast a spell (either using spell cards or they open the rulebook and find the page prior to their turn)
  2. Players should roll all attack and damage together, using differently colored dice for multiple attacks/damage.
  3. If the DM is comfortable with the players, then the players could even pre-roll their attacks/damage on the prior players' turn.
That's all for now.
J.
 

I agree with jdeleski's comments.

My players know their stuff so the game doesn't get bogged down with them looking up rules or figuring out things. Since I use a laptop in my games, I keep the rulebooks that I use as PDFs so I can use the find function on it to find rules. I keep all these files open so that I can go back and forth as needed.

Also, I find that combats tend to go faster when a DM is operating at their comfort level of player management. For some DM's it's as little as 1 or 2 players, for others, it's around seven players, may be more. For me, my comfort range is clearly 4-5 players; however, I know that on some days that I have only three players, my game goes by really fast. So much so that I have "double-prep" so that I don't run out of material for the players to blow through when I know that my upcoming gameday is going to only have three players.
 

I divide most monster HP by 4 and make them the XP equivalent of minions. I also up the damage of monsters considerably. Most combats I play grid less. Any push, pull, shift or slide is a bonus to hit or damage to the person making it happen, there choice. They can save them and use them all at once, They do not carry over between combats. You must have your action ready when it is your turn or we go on. Goes quick then.
 

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