Quote Originally Posted by Blatant Beast View Post
On a separate track, sending a lone party member forward to scout without Fire support or communication has been a contentious practice going back decades. We used to jokingly call the scouting party member, “Ghoul Bait” even back in 1e.
This does rather beg the question that if such a practice was so commonly regarded in enough of a bad light that it had such a reputation, why was it still being done?

To my knowledge, in any edition, no class has forced any player to scout solo. In every game I've ever participated in, scouting was an invaluable part of a mission, important enough to be a team effort; the Rogue (or Thief) would use their sneaking prowess and manual/practical ability (to circumnavigate untenable obstacles to some scouts e.g. things requiring opposable thumbs, like doors), accompanied by the Wizards familiar, either/and/or as "eye-in-the-sky" or as information relay (at later levels, this might be an Arcane Eye), the Druid might be in wild shape in support, the Ranger or Fighter would usually doff any heavier armour and lend a bow in case things went south and even Barbarians, Paladin and Clerics would run interference or distraction if it was an option/useful. Once info was gathered, it'd be decamp to camp to share and discuss the plan of action based on information acquired.

5e has only made this style easier with its gamut of stealth-enhancing options, scouting tools and team-friendly features across a number, if not most classes, as well as introducing short rests (a tangible additional benefit to stopping to convene after scouting to lay plans) and none of them, IMO, render the Rogue obsolete any more than a Rogue is necessary.