Perhaps a more helpful tip would have been: "Tip for all players: don't split the party." Thus addressing the source of the problem rather than telling DMs to deliberately interfere with players' choices.
I like to say if the players want to split the party and risk death, that's their prerogative. A good DM will be able to run everything pretty smoothly. Forcing players to stay together can take fun out of the game for some players. If a player that split from the party dies and then complains about it, tell them well you shouldn't have split off from the party. There are times that splitting the party is needed. A ranger or a rogue scout can't do their jobs of scouting if they are forced to stay within a certain distance to everybody else. Same can be said for in town, since some players might not want to go to the alchemist shop for ingredients, or to the armorer for weapons. I believe that splitting the party can be a good thing (at times), and that a good DM will be able to handle it. You telling players that you can't split the party because of a binding spell can cause resentment towards the DM because you are now limiting them. It could also cause a lot of interparty conflict because one person wants to go one way while somebody else wants to go a different way. Let the players play how they want to, but emphasize sticking together in a known hostile environment, like a dungeons or cave. This is my opinion any way and everybody will have different ones. The most important thing to remember is that this is a game and the goal is to have fun for all involved.
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Remember this is a game and it's suppose to be fun for everybody. Let's all have fun and kill monsters.
Splitting the party is no big deal. It is usually advised against, when the players are new and do not understand that D&D is *not* an inherently fair game. If the players understand the risks, it can work out.
Splitting the party is... interesting. It allows PCs to shine individually as they single handedly find their way through an encounter, or to end up dead in a dungeon somewhere never to be found again.
Binding spells. They're your best friends. Keep your players from splitting up: BINDING SPELLS!!
Sunny
Your tip needs work. As evidence, I have provided a link to all relevant d&d information pertaining to "binding spells." (https://www.dndbeyond.com/search?q=Binding spells)
Perhaps a more helpful tip would have been: "Tip for all players: don't split the party." Thus addressing the source of the problem rather than telling DMs to deliberately interfere with players' choices.
I like to say if the players want to split the party and risk death, that's their prerogative. A good DM will be able to run everything pretty smoothly. Forcing players to stay together can take fun out of the game for some players. If a player that split from the party dies and then complains about it, tell them well you shouldn't have split off from the party. There are times that splitting the party is needed. A ranger or a rogue scout can't do their jobs of scouting if they are forced to stay within a certain distance to everybody else. Same can be said for in town, since some players might not want to go to the alchemist shop for ingredients, or to the armorer for weapons. I believe that splitting the party can be a good thing (at times), and that a good DM will be able to handle it. You telling players that you can't split the party because of a binding spell can cause resentment towards the DM because you are now limiting them. It could also cause a lot of interparty conflict because one person wants to go one way while somebody else wants to go a different way. Let the players play how they want to, but emphasize sticking together in a known hostile environment, like a dungeons or cave. This is my opinion any way and everybody will have different ones. The most important thing to remember is that this is a game and the goal is to have fun for all involved.
Remember this is a game and it's suppose to be fun for everybody. Let's all have fun and kill monsters.
Splitting the party is no big deal. It is usually advised against, when the players are new and do not understand that D&D is *not* an inherently fair game. If the players understand the risks, it can work out.
Just gonna leave this here:
https://youtu.be/262aEO3cWPQ
Splitting the party is... interesting. It allows PCs to shine individually as they single handedly find their way through an encounter, or to end up dead in a dungeon somewhere never to be found again.
Ask Aeofel how that worked out for him ;)