I haven't found I've needed to cut HPs in half - I gave a similar idea a shot, a while back, but didn't find it added anything to my game. I don't find that I need to kludge it at all, actually. I use a program called Masterplan to make my DMing even smoother, but I can go without if need be.If I'm engaged in a relaxed game, why must I resort to using tricks to "speed up my combat"? I'm talking about the type of tricks mentioned in several threads about speeding up 4E's combat - halving monster hit points, having PCs roll attack and damage together in the same roll and all the other "tricks" people have presented just to get their combat down to a reasonable time span. Why can't the game just present a combat system in which you can resolve the situation in a reasonable amount of time in the first place. Why do you have to kludge the system to make it work for you? Why is it acceptable?
That's just it, though - it's not a failure in game design. It's a failure of the game to match your expectations. Hour-long combats are built into the system, and longer combats are expected for major battles. And more than a few people are having great fun with 4e as-is. Quite a few more find it works great for them with some "kludges" which you'd rather not deal with. And quite a few yet more find that it doesn't work for them at all.I think any RPG that requires you to rush through combat by using various tricks or techniques is a telling failure in that part of the game. A combat can be dramatic and exciting without having to be rushed. I don't want to be hastened through running a combat just so I can get it to be over with in a half-hour to hour instead of two-hour, three-hour or longer combats in an RPG. If I can't play through a combat at about the same pace I run the rest of the game and reliably have 15 minute to half-hour combats (or about the same length it takes a group of characters to interact with an NPC or search a non-empty room in the game), I think that's bad game design - a faulty focus placed on one aspect of the game over another portion of the game.
But the DM sets the focus of the game...not the rules.I think that's bad game design - a faulty focus placed on one aspect of the game over another portion of the game.
Actually, speaking as a big fan of 4e, I agree here. It's one of the major flaws of WotC's adventures in particular, IMO. I'm fine with longer combats, but to keep plot interest across sessions, there need to be fewer of them in between story developments. (And there needs to be more emphasis on diplomacy/avoidance as solutions, as well as fewer "this monster attacks immediately and to the death" encounters.)3. Also, I find that the combat is causing the actual adventures my players are partaking in to move at a snails pace... literally. This is a preference thing, so I won't say it's "bad game design"... but I do think that it's game design that perhaps didn't take into consideration how the length of the combat encounter being hardcoded across all levels of play would affect the pacing of the overall game and the disconnect it would create with those who do not favor the focus on the individual encounter over the adventure as a whole.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.