So I’m a long time fan and playing my first campaign. First big quest and we’re in a fortress.

Pretty spent after an encounter and some traps. We see a sleeping BBEG in the way of our finish.

Cast pass without a trace to sneak past. Fighter in heavy rolls a nat 1 on his disadvantage.

So it’s 1 + 1 dex +10 pass without a trace = 12

BBEG passive perception is 10. We sneak past.

WTH? I mean sure my PC is happy but I feel somehow disappointed in our DM giving us a pass.

I’ve DMd before and would’ve definitely woken up the boss.

I feel like DM gave us the pass cause it could’ve been a TPK.

Thoughts?

Edit:

Thank you everyone for your thoughts.

I was caught up in the homebrew rule of auto fail nat1s that is NOT in the PHB.

Rules as written we earned that easy win by taking advantage of the bosses low perception and spending a spell slot on pass without a trace.

  • Landless2029@lemmy.worldOP
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    1 year ago

    Yeah you’re right. Its a legal call. I just fell for the homebrew rule since all my podcasts use it.

    • smeg@feddit.uk
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      1 year ago

      I’ve never listened to any RPG podcasts but this is surprising given that I always see comments talking about how much it breaks the game. Do you think it’s because they’re making an entertainment broadcast rather than just playing a game, so they care more about crazy shenanigans rather than their individual experiences?

      • CrackaAssCracka@lemmy.world
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        1 year ago

        I’m a casual D&D fan since my only exposure is from Not Another D&D Podcast but I think it adds to the overall story telling experience. Super charges the lows and highs if it’s a 1 or 20 especially on an important role. Does it break the game? Eh, not that I can tell and I’ve listened to hundreds of hours of the podcast. Though this is my opinion and not based on D&D rules, history, etc.

        I also highly recommend Not Another D&D Podcast if you like silly shit mixed with crass humor, some good emotional content, and players fucking with their DM.

        • smeg@feddit.uk
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          11 months ago

          Maybe “break the game” is the wrong term, but the classic argument is that the strong fighter shouldn’t be unable to lift a pebble 5% of the time or a player shouldn’t be able to jump over the moon 5% of the time. Of course the counter-argument is that the DM shouldn’t tell you to roll for things you can never pass or fail, but sometimes you need the illusion of higher stakes.

          • CrackaAssCracka@lemmy.world
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            11 months ago

            That makes sense. I don’t think there’s been a moment like that in the podcast, the DM keeps expectations in check.