In my campaign we have two, almost identical, charge-based builds tuned to be a duo. These characters totally imbalance the party to the point where encounters four levels higher than the party's level are no threat at all.
Almost every encounter goes like this:
- The duo maneuver themselves to good positions with their moves.
- They charge the caster, or any other character that has charge-impeding abilities.
- The rest of the party watches as the two grind through the mobs to the end of the encounter.
I know charge changed from 3E to 4E and is supposed to still be balanced (as explained here) because it allows only for melee basic attacks. The characters are tuned in such a way, however, that their melee charges do a whopping amount of damage compared to other players' builds, allow them to shift and/or push to favorable positions after attacks, leave them invulnerable to opportunity attacks, and give them multiple charges in a single turn.
What I considered:
- Make encounters tuned to block charge
=> leaves the duo useless and starts to reek like meta very quickly
- Make the encounters several levels higher
=> renders the rest of the party moot
- Houserule the characters to be less awesome
=> a tad lame
- Houserule the rest of the players to more awesome and then do any of the above points
=> also lame
[placeholder for character stats as soon as I get my hands on them]
Am I missing something in their build? What has gone wrong? How can I keep encounters interesting for both the optimized builds as the regular builds?