Agreed.axp_dave said:I believe it is knowing when to use scouting, versus always trying to be ahead of the party.
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Question said:Lets say we have a ranger/rogue/someone with good hide/move silently/etc skills.....he scouts ahead of the party in a dungeon......how far behind should the party be?
Nail said:Vindictive?Try "normal set-up".
D&D 3.xe generally discourages "scouting" in the classic sense. There are good reasons for this:
- It bores the other players, and
- It reduces dramatic tension.
Party: You @#*^(@!! succubus! You're the worst scout ever! You said there was nothing dangerous in the room, and when we came in an iron golem clobbered us!moritheil said:It has just occurred to me that Question's initial post might specifically have our campaign in mind, where the scout role is filled by a succubus (and thus has invis and etherealness at will.) As such, the scout is in considerably less danger than a conventional scout.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.