Are we still sneaking past goblins? At this point in the campaign? I thought we were past all that! Well, it’s good to see my li’l green buddies again in any case. It’s just unfortunate that they’ll never see Allie the Allosaurus.

If you guys are unfamiliar, pass without trace is pretty dang useful in 5e D&D. Especially in a game noted for its “bounded accuracy,” a large static bonus is potent stuff:

Pass Without Trace: A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

There are a couple of important things to note about the spell. First and foremost, it’s “pass without trace,” not “pass without trace.” If you say the latter you’ll sound like a fool. A damn fool!

The second important thing is the spell’s effect of obviating group stealth checks. I’m not kidding about those goblins never spotting Allie. With her massive +0 to stealth in addition to the spell’s +10, a goblins Passive Perception will still never catch up with the dino. This can be frustrating for a DM, taking us all the way back to our discussions of flight and invisibility as game-changing abilities. When magic straight up blanks an entire challenge genre (e.g. stealth, climbing, picking locks), it can feel like great swaths of the game are suddenly closed off from play.

But consider what this looks like from a player’s standpoint. The class fantasy of using your woodcraft to sneak your pals through the undergrowth and straight up to the enemy commander’s tent is right friggin’ there. Druids and rangers dream about those moments! How exactly are they supposed to make it happen without the spell?

In that sense, here’s what not to do: “Yeah, it was always an auto-pass with this group. Stealth isn’t a real challenge anymore, so I just assume they get past the guards every time.” Poppycock, say I! These aren’t going to be long or involved challenges, but they are still necessary to living out that aforementioned class fantasy. And silly as it sounds, the best way I’ve found to help your player feel like a genius is to complain loudly. Complain every time.

“Again!? How do you always have that prepared? Stupid OP pass without trace! Very well then. Because of Sneaky McStealthFace over here, you all get surprise on the gobbos. Yeah, even Allie.”

In short, there are a million and one ways to adjust difficulty when it comes to your adventures. But in the case of “I magically make the problem go away” abilities like pass without trace or knock or find traps, it’s OK to let your players simply have the W. And obvious as that may sound, it’s a lesson that many GMs in my experience could stand to learn.

So what do you say, folks? What’s an example of a “perfect magical solution” that you’ve utilized in-game? Did it serve to overcome a supposed-to-be difficult challenge, making you feel like a tactical prodigy? Or did you find your ability suddenly side-lined due to its potential for anticlimax? Tell us your tale of “passing without stats” down in the comments!

 

 

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