this post was submitted on 06 Dec 2023
37 points (84.9% liked)

Dungeons and Dragons

10922 readers
9 users here now

A community for discussion of all things Dungeons and Dragons! This is the catch all community for anything relating to Dungeons and Dragons, though we encourage you to see out our Networked Communities listed below!

/c/DnD Network Communities

Other DnD and related Communities to follow*

DnD/RPG Podcasts

*Please Follow the rules of these individual communities, not all of them are strictly DnD related, but may be of interest to DnD Fans

Rules (Subject to Change)

Format: [Source Name] Article Title

founded 1 year ago
MODERATORS
 

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.

you are viewing a single comment's thread
view the rest of the comments
[โ€“] Landless2029@lemmy.world 2 points 9 months ago (1 children)

No one has ever rolled a bad nat1. Just silly ones. Things like nat 1 on atk and you weapon gets stuck. I'm not sure.

[โ€“] bionicjoey@lemmy.ca 2 points 9 months ago

Critical failure is not a thing in 5e. The only special result for a natural 1 is that an attack roll automatically misses. House rules which make Nat 1s more dangerous are bad because they break the game's balance and disproportionately affect martial classes (who roll dice more often than spellcasters)