Don 't Split the Party!

Splitting the party is such a bad idea that even SCOUTING gets you killed. I started a thread on that topic over at paizo's boards and the consensus was that scouting in any kind of an underground setting just got you killed.
 

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Splitting the party is such a bad idea that even SCOUTING gets you killed. I started a thread on that topic over at paizo's boards and the consensus was that scouting in any kind of an underground setting just got you killed.

Really? My players have used scouting to good effect a number of times. The secret is not to go too far ahead or try anything foolish. The information gathered has really helped them with tactical decisions.

"You go see what's there and come straight back, no messing around."

Of course it is not risk free and you would have to seriously think about risk vs benefit in each circumstance.
 

Splitting the party is such a bad idea that even SCOUTING gets you killed. I started a thread on that topic over at paizo's boards and the consensus was that scouting in any kind of an underground setting just got you killed.

It's good to punish the players for trying to think and do something other then rush in. :p
 


It's funny, D&D is the only RPG I know that has a problem with having the characters be separated.

I think that's overstating it, but D&D has always played up the concept of party as toolkit - you get into a situation without your full set of options, it's going to get nasty.

Some games positively encourage splitting up. I don't think I've ever played through a Spycraft mission where everyone stayed together - their specialities are frequently mutually exclusive. The Face can far more easily talk his way into somewhere when his cover identity isn't being blown by the less-adept antics of his companions, the Fixer doesn't want a noisy Soldier trunding after him when he's sneaking past the guards, and the Snoop is frequently just as effective staying back in the van with his laptop tied into the bad guys' computer systems.

Even in that case, though, once the shooting starts it's a good idea to have as many friends with you as possible.
 


When I DM, I actively encourage scouting. It's funny though, the players almost always think I'm out to screw them for it, to the point where they just refused to scout more than once and paid for it.

I had to step back and very explicitly state that I wasn't going to screw over the rogue for scouting. Letting him go out and come back became SOP for my bunch, but, invariably, when a new player sat down at the table (our infamous fifth chair has a hidden trap door trap that randomly eats the fifth player at fairly short intervals), he or she would have the biggest problem adjusting to the idea.

But, in the middle of combat? Splitting party=very, very bad. It always surprises me when players don't get the concept of focused fire. They'd rather damage three targets than kill one. It always boggles my mind.
 

This past weekend, in the final battle after 1.5 real world days of playing, I (DM) managed to entice a party member to desert his team with a quest (splitting the party, leaving 5). It was certainly amusing to me - and literally at the entrance to the tomb of their last, epic fight!

He returned to town for minor quest xp while his comrades fought for life and limb. :)
 

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