We have a couple of things to help out with quick resolution:
1. Whiteboard. Lots of folks have mentioned this already. However, we've gone a bit further with the concept. The guy who hosts the game has a separate room where all his gaming stuff is, so he has a table permanently set up for this. On the table, he placed a piece of 4' x 8' plywood. On the plywood, he attached some cheap shower siding (looks kinda like tile, acts exactly like a whiteboard). We have a battlemat on it, but there's space around the battlemat for writing with wet or dry-erase markers (we've found wet erase works better, though).
When I run a game, I keep the initiative count right on the table. I don't have to find a separate sheet of paper, and I don't have to worry about dropping intiative cards (I'm clumsy some times). I simply write something like:
Code:
123456789
Carl xxxBB
April xxxH
Tim xxxx
Paul xxxx
Me xxxP
I mark off rounds with an 'x' and when some effect is in place on a given character, I try to mark it down with a one-letter code. For instance, 'B" is usually
Bless, 'H' is usually
Haste, 'P' is usually
Paralyzed.
I'll write durations off to the side, and by looking at the initiative ticks, I can tell if a spell/effect has worn off, yet. The coding is subjective. 'P' might be
Paralyzed, or it might be
Polymorphed. I'm not showing the list to the players, so it really doesn't matter in the long run.
So far, this has worked really, really well.
2. Effect cards. These can be 3x5 notecards, or Post-Its, or whatever you like. One of our players has taken the time to type up all of his party-affecting spells on these cards. He's sized them to fit into those thick plastic trading-card protectors (means he can write on-wipe off, if need be). If he casts
Bless, he places the
BLESS card on the table near the battle. Everyone can see it, and as long as they see it there, they know to apply the bonuses. Another player just uses Post-Its for the same effect. The players all know to look around the perimeter of the battle for "effects cards."
We had tried propping cards up, or using a mini white-board, but we discovered that there was always someone who couldn't see it. So, by laying the cards down, it works well.
3. Player counters. Minis look cool, but they don't convey any real information. We've taken the step to replace minis with counters that contain info. We started with poker chips that were just a hair larger than 1-inch in diameter. They fit reasonably well on a battlemat, and when you glued a circle of laminated paper to one side, you could write valuable info: Name, "health bar," Armor Class. We upgraded to some specially-printed clear plastic chips with an applied backing that contains name and a permanent health bar. We now write the Armor Class underneath the health bar.
This helped us to (a) figure out where everyone is, (b) see at a glance how injured someone is (we've always liked avoiding the, "I've only got 3 hit points left! Heal me!" and instead gone for the, "Well, I
look like I have some big nasty wounds and scratches..."), and (c) determine Armor Class without constantly asking. (c) is especially for the DM (usually me) so I'm not always asking, or trying to locate notes. It also lets the player update Armor Class based on spell-effects or a change in armor without me having to keep track.
4. Spell radii. The player who printed nice spell effect cards, and bought the nice die-cast 1-inch plastic counters also cut out some spell radii from plastic mesh. He went to Lowes or Home Depot and bought enough for a couple of screen doors. Then, he cut out circular radii of various sizes, and cone-shaped radii (both for 3.0 and 3.5). Why use this instead of what's provided in the Core Rulebooks? Well, since it's mesh, you can lay it on the battlemat and place counters/figures on top of it, and still see the markings easily. It's waterproof, wet-erase-markable, and doesn't tear or stain, so it's lasted a long time.
This same player also bought some square wooden dowels and cut them to various lengths. Counting squares for the distance to a target, or determining line-of-sight can be a hassle. The dowels can be laid on the mat between a character and his target, and you know right away which squares are affected and whether or not the target is visible/in range. The square dowels mean they don't roll away like the round ones do.
***
That's most of what we do to "speed things up." In some cases, it doesn't sound like it would, but you'd be surprised how much time it saves. I've also found that during combat, especially with larger groups, it helps to announce to player X, "It's your turn," and to announce to player X+1, "You're up next, as soon as she's gone." A lot of players sit and "watch" the action and don't think about what they're going to do until it's their turn. We have a couple of players who will take upwards of five or ten minutes to make a decision, and simply declaring that they "delay" takes them out for a whole combat because they're distracted by what others are doing and too busy second-guessing themselves. I've found that if you announce to them that their turn is next, they suddenly focus on what needs to happen and the delay drops to less than a minute when I call on them. Your mileage may vary on this, however....
D20 combat can get complex and long-lasting pretty quickly, but I've found that this really helps to streamline some of the more mundane stuff.