@gamefiend, in response to criticisms on twitter about the glacial pace of higher level 4th ed combats, recently posted a great blog entry about possible causes and the use of environmental accelerators as a way to speed things up. I'd like to give some further ideas about the way in which my group has attempted to make combat both more enjoyable and faster.
The group consists of 5 players plus myself and I would say that the most tactically focused player is about 60/40 for tactics/roleplaying, and the least is closer to 20/80. I start with this rough guide so that you understand that combat in our game MUST drive the story, rather than being an end in itself.
As many have noted, it is very tempting in combat to simply announce the name of the power that is being used, roll the dice and cheer. GameFiend might even call this a procedural trick, along with tricks like strictly limiting time per player's turn. Gamefiend also notes that reducing the HP of monsters simply destabilizes the game, with which I agree. The math behind the game design has been well scrutinized, leading to corrections through feats and more feats, better monster design and so forth. Our experience goes very much in line with GameFiend's analysis: procedural tricks and math adjustment do not help in any signficant way, and the most effective route is when the players all know the rules and their character's abilities. I'll add to this that the DM must also know their monsters' abilities -- time spent considering which attack to use must be reduced on both sides of the screen.
This is not always possible even for experienced players. Especially when bringing in a new character at paragon or higher when the interactions of feats, abilities, powers and items make it more and more complex to participate effectively and quickly.
Secondly, the gap between PC damage output and monster defences/hp is a significant factor that has not yet been discussed. Clerics in particular provide a large chunk of healing power that drags out combats, or makes the party feel immune to the monsters until the Cleric is either dropped or has run out of magic. Neither of these are acceptable targets for the DM -- picking on a single PC sucks, and the game is already a chore by the time a 8+ level cleric runs out of healing. Thankfully the player for the cleric was good-natured enough to bring in a new character, and the party's Bard should be able to prevent random PC death. I have previously made this point on twitter that Striker should not be a class. Every character should be a Striker, with a sub-role of Controller, Leader or Defender.
Before going on to the solutions that we have employed, it is also important to consider the philosophy of combat encounters. If you think, as I do, that the heart of any roleplaying game is a
social contract between the participants, then what are the social norms for combat?
1. Every participant should be able to show off their strengths: Be that awesome control, mega-damage, tricks and cunning to astound, or any other aspect. And this applies to both DM and player. A frustrated DM that is having their monsters locked down and slowly whittled away is just as bad a situation as a frustrated player, if not worse as the DM controls more than one combatant.
2. Every participant should ensure that the combat is enjoyable for the others. The most obvious aspect of this is being quick with your turn, but also all players that I have ever gamed with appreciate interesting descriptions and innovative play more than effective tactics. Get on with doing your cool shit, even if it's not the best possible choice.
Two solutions work for our group:
1. Awesomeness
Essentially the same as GameFiend's accelerators, if a player has a good idea that fits in with the environment or otherwise shows off the awesomeness of the character, then unless a skill check is failed very badly, they can pull it off with a good description. The DM does not necessarily have to think off possibilities beforehand -- if the idea is cool, then run with it. This fits the points above, as the PC can show off their strengths and it makes the combat more interesting for everyone.
2. Roleplaying Tokens.
I have two (and only two) tokens that can be gained at any point in a session for good roleplaying. These tokens can be spent at any time to reroll any roll. Further, if the token is gained during combat, it can be used in that combat to regain a used Encounter power. The tokens do not persist between sessions, you cannot have two at once, and only two can be held at any point in time. You may wish to compare this set of rules with the recent fortune cards announcement.
The mechanical choice of a reroll is important. It normalizes the probability of awesomeness, both in and out of combat. It can be used on skill checks, damage, to hit rolls, ability checks or anything else. In practice, it is almost always used to reroll a miss, which follows points 1 and 2 above, and speeds up the combat.
The ability to regain an encounter power is also a well-considered one. Remember that the only way to get a token is to roleplay. Refreshing an encounter power is enough of an incentive to remind players that they should be descriptive and interesting in combat as well as out. It's always a roleplaying game, not a tactical boardgame half the time and a roleplaying game the other half. It is not, however, enough to seriously unbalance the game as drastic changes in the mathematics are bound to do.
There is another aspect to tokens that I am going to put into effect, after a quick trial based on ideas from @DMSamuel. If, in combat, you have a token then you may expend a minor action and describe part of the environment that has not yet been described. It cannot provide any permanent effect (eg no treasure etc), nor any direct damage. It can be used by either the DM or players to gain a mechanical advantage. This is GameFiend's accelerators, but put in the hands of the players.
Let the player describe the world as they see it and they will be more immersed, rather than divorced due to mechanical tactical considerations.
If you try these solutions, please let us know how they work for you!