Doors: I think most people have covered this one pretty well, but a few tricks to do once in a while.
a) Auto-Shutting Door: Make the door close on command, giving the monsters some control of the doorway. Or put traps in the doorway so the party gets pounded if they stay there.
b) Tiny Hut: Want to give the monsters some door superiority try this one. Have them go into the next room with a tiny hut (assuming they have some warning the party is coming). They can shoot arrows out, and the party now has no way to hurt them short of a dispel magic unless the go through the next door.
Scouting: I don't like most of the suggestions so far, especially "gack the scout". First, your punishing legitimate tactical behavior. 2nd, easier said than done. A high dex rogue with Stealth Expertise is hard to see! Or you think that's bad, try a druid with pass without trace (+10 to stealth, good luck finding the rogue then).
Honestly my best advice here, keep the scouting very brief. You know its going to happen, so have your perceptions rolls (or take 10 if you prefer) done ahead of time. Make the descriptions quick, give the scout just enough to know what they need to know to assess dangers.
This is an area where it pays to talk to your group. Tell them "hey guys, the scouting you doing makes lots of sense and I want you to keep doing it. But I also don't want to focus half the session on one player. So what I am going to do is be a lot more brief in my descriptions for the scout, and we will focus on dangers. I am happy to give you all full descriptions of everything once the party catches up, but I am going to keep it brief in the interest of maximizing our time"
Caution: Time pressure is your best friend here. Now some of that behavior is hard to shake. One thing I've done in my games is I promise my players "if you ever encounter a trap, you will get a roll". I don't require them to say "I'm checking for traps" to prevent the caution you describe. They move along, and I give them rolls when appropriate. Its doesn't stop all of the behavior you described, but some of it.
a) Auto-Shutting Door: Make the door close on command, giving the monsters some control of the doorway. Or put traps in the doorway so the party gets pounded if they stay there.
b) Tiny Hut: Want to give the monsters some door superiority try this one. Have them go into the next room with a tiny hut (assuming they have some warning the party is coming). They can shoot arrows out, and the party now has no way to hurt them short of a dispel magic unless the go through the next door.
Scouting: I don't like most of the suggestions so far, especially "gack the scout". First, your punishing legitimate tactical behavior. 2nd, easier said than done. A high dex rogue with Stealth Expertise is hard to see! Or you think that's bad, try a druid with pass without trace (+10 to stealth, good luck finding the rogue then).
Honestly my best advice here, keep the scouting very brief. You know its going to happen, so have your perceptions rolls (or take 10 if you prefer) done ahead of time. Make the descriptions quick, give the scout just enough to know what they need to know to assess dangers.
This is an area where it pays to talk to your group. Tell them "hey guys, the scouting you doing makes lots of sense and I want you to keep doing it. But I also don't want to focus half the session on one player. So what I am going to do is be a lot more brief in my descriptions for the scout, and we will focus on dangers. I am happy to give you all full descriptions of everything once the party catches up, but I am going to keep it brief in the interest of maximizing our time"
Caution: Time pressure is your best friend here. Now some of that behavior is hard to shake. One thing I've done in my games is I promise my players "if you ever encounter a trap, you will get a roll". I don't require them to say "I'm checking for traps" to prevent the caution you describe. They move along, and I give them rolls when appropriate. Its doesn't stop all of the behavior you described, but some of it.