In general, I agree with the above. If a scout is absolutely necessary, I'd make sure to cast the Message spell on the scout, so we could communicate over distances, and require him to scout ahead no farther than 2 rounds ahead of the party. Any farther and he's as good as dead before reinforcements can reach him. And even the 2 rounds may get him killed more often than not.Victim said:About 5 ft. If your scout is far enough ahead to actually be scouting, then you just split the party. Given that the scout needs to win two skill checks, will often be rolling against groups, and there's tons of stuff that totally ignores his stealth tricks, I don't see how scouting, aside from certain specific cases, is anything other than a way to get a party member killed.
Lord Pendragon said:In general, I agree with the above. If a scout is absolutely necessary, I'd make sure to cast the Message spell on the scout, so we could communicate over distances, and require him to scout ahead no farther than 2 rounds ahead of the party. Any farther and he's as good as dead before reinforcements can reach him. And even the 2 rounds may get him killed more often than not.
Cedric said:As nice as the concept of scouting is...in practice it 'usually' will result in the eventual death of your scout.
Therefore, in D&D my groups generally bypass scouting in favor of "Kick down the door, spit on the floor."
It works...
Krel said:I dought that would really work. A monster would surely hear the group if they were only 5 ft. away! I think that if a character is actually meant for "scouting", he should optimize his/her character so that they can sneak around without getting noticed.