Hussar
Legend
I'm sorry, but, that's WAYYY overblown. There are a million ways to deal with that. I presume by "very far ahead" we're talking minimum of 3 rounds of full movement. Anything less than that certainly isn't very far ahead.Yep. I remember when deckers needed to hard wire in & you basically ran two sessions, one with everyone to get the decker & van into place then everyone but the gm & decker went for pizza while those two had a session that was hopefully wrapping up about the time everyone else got back for the decker to go home or maybe unlock a door between thumb twiddling.
One of my groups has a scout player who gets off on scouting everything to an obnoxious degree & because that group isn't using extra lethal rules I can not impress risk upon him no matter how I phrase "you don't feel comfortable going further because...." he as a player knows for a fact that his character is basically at zero risk from much shy of rocks fall or sudden beholder turns the corner & immediately casts disintegrate type things the group will blame me for. Sure I could throw wandering monsters at the players staying behind, but it doesn't matter to anoyone without attrition & the scout can probably be there in a round or two so they too can take part in a slog of combat.
If you can't challenge a single rogue PC, on its own, without any backup, three rounds ahead of the party, using standard encounters, then that's not a problem with the system. Good grief, off the top of my head (presuming we are in a dungeon):
Roper
Galeb Duhr
Lurker
Darkmantle
anything with a grapple attack - remember you can still move half your speed after you've grabbed something
I mean, if you cannot challenge a single lone PC, using all the tools that 5e gives you, you are really, really playing the wrong game.