Time is valuable, and I prefer to use my game time focusing on things that are more interesting to the players as well as myself. Especially relevant since I get less than 2 hours a week with one of my groups.
Experience points. You level up when I think it’s appropriate.
Calculating/dealing with how much money weighs. As far as I’m concerned all money exists in a convenient pocket dimension until you need it.
Inventory management for food/water. I assume that you eat and drink when necessary, and stock up on rations when you’re able. This only becomes relevant in extreme survival situations.
Going to the bathroom. I personally don’t want to hear about it.
Inventory management for familiars. I assume you’re feeding the damn things and taking care of them in general. I’m okay with players who roleplay their familiars constantly, but I also have nothing against familiars who only exist when they are needed pretty much.
Keeping track of ammunition. Infinite arrows/bolts/bullets for all I care. Unless they’re enchanted or otherwise special.
Ride checks for basic getting from Point A to Point B. Unless you’re trying to go really fast or do something fancy, I assume you somehow work it out. Or unless you’re trying to ride something exotic I guess.
Going through the whole Night Watch thing every night. Early on I have players establish and normal night watch shift pattern, and I assume that is what they do unless they tell me otherwise. So when we want to get back to the story quickly, I can just tell the players that they used their regular night watch and nothing of interest occurred. No bother having players describe setting up camp and everything.
Identifying common/basic magical gear. You don’t have to roll spellcraft, appraise or use the Identify spell if it’s an item you’ve seen before. I don’t want players to waste too much time figuring out what their loot is unless it’s specifically a mystery or something really high level and cool.
Confirming Criticals. This goes for both crit hits and crit misses. This one is more of a personal preference, and I let the group vote on whether they want it or not. One of my groups skips the step of confirming crits and I like it. The exception is if you have a wide crit range and roll below a 20. But on a 20 or a 1, something interesting always happens.
Anything you prefer to skip/gloss over? Disagree with any of my choices?