Valuable lesson learned today.
I was running a fill in D&D session, and since two of missing players were the one's driving main plot, and the third absent player was driving the sideplot I opted to run a one shot involving some of the NPCs the players have run into before (many of whom have filled in for missing party members in the past). The problem was that I set ip the adventure for characters of the player's optimization level, and the NPCs are way more optimized than that (a "
Batman" wizard, a barbarian/warblade übercharger, and a healer/area control crusader), and suffice it to say they made a quick mess of the combat encounters, but the drama of the session thankfully was detective work (finding and saving children from being sacrificed to nerull). The warblade throwing out an average of 160 damage
per hit on a charge (with a possible 5-8 total attacks), the wizard buffing the party and keeping the enemies separated, and the crusader keeping them in place really made combat a joke when they figured out how everything worked. I see now what I do to GMs when I pull out all the stops as a player. Ostensibly they are balanced to work together, the wizard has very few direct offensive spells, the warblade can only put out those obscene numbers on a charge (and his defenses become nearly negligible when he does it), and the crusader's damage output is relatively low, but is really good at keeping things locked down, while providing the occasional timely heal