[RPG] Is this charge-based build legal

chargednd-4e

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:

  1. The duo maneuver themselves to good positions with their moves.
  2. They charge the caster, or any other character that has charge-impeding abilities.
  3. 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:

  1. Make encounters tuned to block charge
    => leaves the duo useless and starts to reek like meta very quickly
  2. Make the encounters several levels higher
    => renders the rest of the party moot
  3. Houserule the characters to be less awesome
    => a tad lame
  4. 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?

Best Answer

Its obvious that these players have invested heavily in charge based builds. If its frustrating to you and the other players you have to start putting them in situations where they can't charge, or where its less effective. Here are some suggestions:

  • It sounds like they are moving away from a lot of creatures. Are they provoking AoO? Make sure you take every one that they grant.

  • Find monsters with auras. When they enter the aura they are slowed. If they have already moved 2 squares they are SOL. Another thought is to find a monster or two who can restrain your characters (spiders are great for this). This will lock them into a place for a turn or two while they attempt to escape.

  • Difficult terrain is something to consider as well. This will slow the characters to half their speed.

  • Traps, monsters that mark and monster with reach are other good ways to deal with these players.

  • Swarms. Pain in the ass, but characters who can perform area and blast powers are especially effective, characters who perform melee attacks not so much.

  • If your chargers can only target AC think about adding some higher AC lower NAD monsters. (Maybe even run some to hit percentages and find a sweet spot where they are hard to hit for your chargers and easier for your character who target Ref, Will or Fort).

  • Ranged critters (archers, other artillery monsters) can be quite useful if you put them up in some trees or up on a cliff while the players are in a valley. If the party composition includes some ranged PCs then this is a nice effective way to give them something to target while the chargers are taking care of the ground forces.

But remember, that these players have invested heavily in their charge builds, its what they primarily do and if you take that out of the game to too much of an extent then their carefully constructed characters won't be as useful. Show them that the same trick doesn't work every time, but also don't let it become so heavily penalized that they regret their builds.

Finally look to design your encounters so that everyone has something to do. If you have a wizard who specialized in area affects look for lots of minions. If you have 2 charge characters find something that ties them up. If you have ranged characters give the other side something they can target most effectively.

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