I will chime in again. Scouting used to be very common. I am surprised by this thread. Sir Clank-Clank in the plate mail will alert every single enemy in the dungeon and will prevent all possible chance of a surprise round. And enemies will try to set up ambushes and group up together. That means you need a scout to spot the ambushes giving the party a fair shot again.


Since you are playing 5e, there are a few rules that will make it easier for the group. Assume average rolls for one. Use passive perception checks. The scout has 10+ skill, the guard has 10+ perception. This way the GM can just map it out and say the scout sees this. Having the scout roll, then having the guard roll an opposed check is 100% a waste of time. passives exist for a reason.

Also, it would appear your GM hasn't taught the scout the most valuable lesson. Don't split the party. If the scout goes 2 encounters ahead and gets spotted he faces 2 encounters alone and dies an unfair death. Even scouting 3 or 4 rooms ahead then triggering an encounter is horrible. Scout only the next room to make sure there isn't a trap or an ambush. Then the whole party needs to move forward and secure the location. Rinse and repeat.

Finally there are spells to help the party. There is a lvl 2 spell on the druid and ranger list called Pass without Trace. It gives +10 stealth to the entire party. Everyone is now a super scout. Skip the scouting phase.