D&D General DMs, how do you handle 'split party' situations?


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What about stealth and observation focused characters, characters with familiars, or casters with any number of "scouting" spells?

Or do you just tell groups not to bother with that?
The issue is the Solo game, not just doing stealth and observation.

And as said, when part of a plot, I will ask the player to do a separate solo game that does not disrupt the main game.

I do love to do a main game and on the side have a single player 'stealth' game running at the same time. This works great on Discord, doing a couple hours in-between the weekly game.
 


If you don't want to lose that 10-30 min of game time then don't split the party.
Or just sit in the same room and be amazed by what the other part of the party does. Enjoy the story.

I just switch back and forth between them. I absolutely do not care about metagaming in this instance (and most others). Only exception could be when e.g. there is some pvp element to it, secrets and conflicts between the parts of the party. I never had that played out in way like this, but I could imagine here some metagame protection. But in most cases, just let them watch and you know roleplay that they don't what is going on. Believe in your players ability to do that.

I try to do switch after 10 minutes or so, so the other part is not passive for too long.
 

What about stealth and observation focused characters, characters with familiars, or casters with any number of "scouting" spells?

Or do you just tell groups not to bother with that?
scouting spells,
player that controls the spell or a familiar can share info with rest of the party and get input on what should be checked next so that can involve the whole party in scouting.


for stealth, 3,5e rules come in handy with -1 penalty on perception for 10ft of distance.

so someone with 8 dex in heavy armor will have an average check of 4, someone with +10 in stealth will have an average of 20.
difference of 14, that is 140ft of distance that lowest stealth character needs to be behind the stealthiest to get same expected stealth score.
with Dash and some extra movement, they can be in one place in 1 round. 2 rounds at the worst.
 

scouting spells,
player that controls the spell or a familiar can share info with rest of the party and get input on what should be checked next so that can involve the whole party in scouting.
Plan B: long-range communication (via telepathy, magic device, or whatever) between characters such that the scout can report back on the fly and get up-to-the-minute instructions and-or questions from the rest of the party.

If a party has this ability, I'll run the scouting character at the table with everyone else present. Exception: if the scout wants to keep anything secret, that's done by note or in another room.
 

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