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*TTRPGs General
Scouting: Idiots Splitting Up or Valid Tactic?
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<blockquote data-quote="Thunderfoot" data-source="post: 4045953" data-attributes="member: 34175"><p><strong>Psi</strong> - That's why it is always good to have a mage, bard, sorcerer in the party memorize several 1-level <em>Message </em>spells. Instant commos and a rogue, scout, ranger is suddenly a VERY effective scout. </p><p> </p><p>But you don't want to waste those slots? - That's what Scribe was made for. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p><strong>Roguerouge</strong></p><p>Seriously, like all things scouting is great if it works and sucks eggs if it fails. At its best, you have a detailed layout of enemy positions, troop strength, arms, equipment and possible plans or movements. When it is at its worst, you have a rogue/scout/ranger caught with their butt hanging out, overrun by enemies and the party too far out of range to get there in time.</p><p></p><p>Like all things, there is no patent answer here, there is a definite maybe, with strong undercurrents of possibility mixed with doubt. It might work, yeah; it might not, boo. The question is, is it worth the risk. If the mission is sufficiently grandiose, then the answer is always yes; a single death might be the thing that saves the day. (Military speak is very rarely tidy when you speak of loss of life) If the pay off is too great for the risk, go in guns blazin' and hope for the best, it can't be any worse than what you were planning in the first place.</p><p></p><p>Wish I could be more helpful, but unfortunately - this is the BEST answer I could come up with. Is it worth it? It depends and that really <u><strong>is</strong></u> the question and the answer.</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 4045953, member: 34175"] [B]Psi[/B] - That's why it is always good to have a mage, bard, sorcerer in the party memorize several 1-level [I]Message [/I]spells. Instant commos and a rogue, scout, ranger is suddenly a VERY effective scout. But you don't want to waste those slots? - That's what Scribe was made for. :D [B]Roguerouge[/B] Seriously, like all things scouting is great if it works and sucks eggs if it fails. At its best, you have a detailed layout of enemy positions, troop strength, arms, equipment and possible plans or movements. When it is at its worst, you have a rogue/scout/ranger caught with their butt hanging out, overrun by enemies and the party too far out of range to get there in time. Like all things, there is no patent answer here, there is a definite maybe, with strong undercurrents of possibility mixed with doubt. It might work, yeah; it might not, boo. The question is, is it worth the risk. If the mission is sufficiently grandiose, then the answer is always yes; a single death might be the thing that saves the day. (Military speak is very rarely tidy when you speak of loss of life) If the pay off is too great for the risk, go in guns blazin' and hope for the best, it can't be any worse than what you were planning in the first place. Wish I could be more helpful, but unfortunately - this is the BEST answer I could come up with. Is it worth it? It depends and that really [U][B]is[/B][/U] the question and the answer. [/QUOTE]
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