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How far should the party hang back from the scout?
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<blockquote data-quote="Chimera" data-source="post: 3055822" data-attributes="member: 2002"><p>I guess that I've been fortunate that, while I've played with a pretty good number of GMs, none of them has ever been the vindictive bastard that decides that he needs to deliberately kill off the scout with traps or special monsters designed to do just that.</p><p></p><p>Divinations. Great, but sometimes you don't have those spells. Sometimes you got better ideas for your spell selection.</p><p></p><p>In the last session of my Greyhawk game, I scouted ahead quite a bit (Fighter 1 / Rogue 2 / Wizard 1, really odd character development). First with the usual Hide/Move Silent, then with an object that cast <em>Darkness</em> (when I have Darkvision from a special), then for a brief while with both Darkness and Silence upon me.</p><p></p><p>In the past, I've used <em>Invisibility</em>. Certainly I'll do that again in the future. Especially after one case, where I got up close to two guards and sneak attacked one of them with a vial of Alchemist Fire, killing him. I then turned and ran at top speed back to the intersection where I'd left my party. They were able to ambush the guards who were chasing me.</p><p></p><p>The trick for me has always been to know when I'm over my head, when I've passed too many doors or other corridors, or when I'm getting too far away from the party. I also insist on having a good selection of potions available, which is sometimes an issue - I end up arguing with other players about how much they help me scout versus their desire to have it in their pocket 'just in case'.</p></blockquote><p></p>
[QUOTE="Chimera, post: 3055822, member: 2002"] I guess that I've been fortunate that, while I've played with a pretty good number of GMs, none of them has ever been the vindictive bastard that decides that he needs to deliberately kill off the scout with traps or special monsters designed to do just that. Divinations. Great, but sometimes you don't have those spells. Sometimes you got better ideas for your spell selection. In the last session of my Greyhawk game, I scouted ahead quite a bit (Fighter 1 / Rogue 2 / Wizard 1, really odd character development). First with the usual Hide/Move Silent, then with an object that cast [i]Darkness[/i] (when I have Darkvision from a special), then for a brief while with both Darkness and Silence upon me. In the past, I've used [i]Invisibility[/i]. Certainly I'll do that again in the future. Especially after one case, where I got up close to two guards and sneak attacked one of them with a vial of Alchemist Fire, killing him. I then turned and ran at top speed back to the intersection where I'd left my party. They were able to ambush the guards who were chasing me. The trick for me has always been to know when I'm over my head, when I've passed too many doors or other corridors, or when I'm getting too far away from the party. I also insist on having a good selection of potions available, which is sometimes an issue - I end up arguing with other players about how much they help me scout versus their desire to have it in their pocket 'just in case'. [/QUOTE]
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How far should the party hang back from the scout?
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