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How far should the party hang back from the scout?
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<blockquote data-quote="TheGogmagog" data-source="post: 3056865" data-attributes="member: 27702"><p>I'll second the 2 round rule. If the scout turns tail, and the group contiues they could be together in one round.</p><p></p><p>The point isn't so much that the group isn't noticed, it's that the scout isnt. At two rounds ahead, the rogue should get an encounter check two rounds before the rest of the group. By RAW, the oncoming group would then get a check for the rest of the group one or two rounds later when they have closed to encounter distance. Even if the scout fails to spot them, or the opponents approach from the side, the scout is at an advantageous position to flank if they are unseen.</p><p></p><p>I do agree with all the dangers of scouting, it requires winning both hide and move silently checks moving at a reduced speed, and then winning one of spot or listen. Thats four skills to keep maxed, plus the party will probably expect him to detect and disable traps, find loot, activate magic items.... Of course you can augment your skills with invisibility, fly and silence, dimension door and who knows what other magic. So it's probably not for everyone unless you are keeping those skills maxed and have some evasion magic. It's value would vary depending on how the DM rules the advantages of scouting. I'd agree with the second poster, 30' isn't worth independant spot checks, but 60 to 90 should be. If an oncoming group spots the main group, they should still need to roll separate spot checks for the scout.</p></blockquote><p></p>
[QUOTE="TheGogmagog, post: 3056865, member: 27702"] I'll second the 2 round rule. If the scout turns tail, and the group contiues they could be together in one round. The point isn't so much that the group isn't noticed, it's that the scout isnt. At two rounds ahead, the rogue should get an encounter check two rounds before the rest of the group. By RAW, the oncoming group would then get a check for the rest of the group one or two rounds later when they have closed to encounter distance. Even if the scout fails to spot them, or the opponents approach from the side, the scout is at an advantageous position to flank if they are unseen. I do agree with all the dangers of scouting, it requires winning both hide and move silently checks moving at a reduced speed, and then winning one of spot or listen. Thats four skills to keep maxed, plus the party will probably expect him to detect and disable traps, find loot, activate magic items.... Of course you can augment your skills with invisibility, fly and silence, dimension door and who knows what other magic. So it's probably not for everyone unless you are keeping those skills maxed and have some evasion magic. It's value would vary depending on how the DM rules the advantages of scouting. I'd agree with the second poster, 30' isn't worth independant spot checks, but 60 to 90 should be. If an oncoming group spots the main group, they should still need to roll separate spot checks for the scout. [/QUOTE]
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How far should the party hang back from the scout?
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