How to deal with players that wants their characters to do automatic perception, stealth and searching for traps/secret doors?

Every time my players are exploring a dungeon, they want their characters to do perception checks for monsters, perception checks for traps and/or secret passages while being on stealth mode, all at the same time. If a monster comes or if they activate a trap, they get mad because “my character is always looking for traps”. If I say they need to declare their actions, the game goes like this:

[me describing a area, like a corridor they’re walking in]

player: I check for traps and secret doors in the wall, the floor and the ceiling. I also want to hear anything unusual and walk silently.

They want to be on “automatic mode”, expecting me to roll for their PCs every time they enter a new area. Otherwise they always have this phrase “I check for traps and secret doors in the wall, the floor…” that they say EVERYTIME I introduce a new area. I can’t put them in “automatic” for this kind of roll. We’re playing D&D 5e, but this happen in other campaigns, and it has always been a problem to me.

How do I deal with it?

How close can you get to enemies before having to roll stealth?

The following situation: 2 Members of the party try to sneak up on distracted enemies. The other two, not stealth proficient players want to stay 20 feet behind, not roll stealth and join after the others. The approach is fine by me, but I am really confused about how near they can get before being noticed. This is important because I need to know how long they will take to join the fight afterward.

If I had to guess, I would say there is a detection range, how far a creature can detect others. Is there any rule for that or does the DM have to arbitrarily decide every time? Also, how does the alertness of the detecting creature and the environment (i.e. reverberation in a dungeon) factor into this?

Can subtle spell be used through a warlock’s familiar, and does it stop the stealth from being broken if it is currently sneaking [duplicate]

With the new Tasha’s Cauldron of Everything feat Metamagic Adept, warlocks get access to Subtle Spell. Can Subtle Spell be used in conjunction with a chain warlock’s familiar to cast, say, death ward at range without someone knowing?

Does Wind Walk grant stealth benefits due to gaseous form?

There has already been some helpful discussion about whether wind walk in D&D 5e also gives the extra effects associated with gaseous form (Just how gaseous is the "gaseous form" of the Wind Walk spell?). I understand the past consensus was that RAW says probably not, but that there is an acceptable basis for house rules to say otherwise.

In my group, we seem to have opted for the interpretation that being in wind walk’s gaseous form gives us all the benefits of gaseous form. For example, we’ve been able to do do things like flow through small cracks in wind walk.

Under my group’s interpretation of a wind walk that allows gaseous state benefits, would being a gas also make us more difficult to see, which would grant a stealth bonus? For context, we have a tentative plan to infiltrate a warehouse by slipping through a keyhole in wind walk, so we may need to resolve how easy it is for the guards on the other side to see us come in.

How do Shadowdancer’s Hide in Plain Sight, Hellcat Stealth, and enemies’ darkvision interact?

I recently had a game where there was some uncertainty, so I’m here to ask you how this interaction works.

I have a character, a Shadowdancer. This character has also got the Hellcat Stealth feat. The character sneaks in pure darkness, no light at all, on an enemy with Darkvision. There is no cover. Does the character stealth with Hide in Plain Sight, Hellcat Stealth, or the character cannot attempt to stealth? Or does the character stealth with Hide in Plain Sight but with a penalty similar to Hellcat Stealth?

Can you stealth against tremorsense?

I am confused to the interaction between the monster special ability tremorsense and skills of perception and stealth.

Specifically what my issue is that tremorsense gets to "automatically pinpoint the location of anything that is in contact with the ground".

When reading the perception rules you have "Creatures with the tremorsense special quality have a +8 bonus on Perception checks against creatures touching the ground and automatically make any such checks within their range".

The action for perception is "Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action." This could also be worded as "Most perception checks are automatic". Now this doesnt include pinpoint, which does matter?

So the automatically part is talking about the action to make the check, they dont have to focus or take time, it just happens. This is further supported by perception getting a bonus of +8 as long as both are touching the ground, otherwise, why bother giving a bonus to notice things if you are always successful in noticing things touching the ground within your range?

So, could you use stealth to sneak up on something ONLY using tremorsense?

Can you retroactively increase your Stealth roll while hiding?

The rules for hiding (PHB 177) has an interesting clause, which makes it distinct from many other contests.

When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.

Here we have a contest where you make a roll at one point in time, then at later points in time that roll’s result is contested by another party’s roll.

Is it possible for someone who is already hiding to increase their Dexterity (Stealth) check total without re-rolling their check? Possibly by application of guidance, pass without trace, Epic Boon of Fate, or a similar ability? Or is the check total immutable once the initial check has been made?

Silence = -4 to Notice against Sounds, but what about Notice against Stealth in general?

Silence gives anyone who tries to hear you -4 to their Notice roll (or an auto-fail with a Raise), but how much does this spell influence your Stealth roll where you also have to stay out of sight?

I am planning on combining Silence (-4/auto-fail to Notice) and Invisibility (-4/-6 to Notice), but I don’t know how to combine these numbers. Without the auto-fail I would’ve just added them up, but the auto-fail gives me the impression that it was intended that I don’t do that in general with these spells.

How would a large character use stealth?

Being that a large creature is larger than most things on the battlefield (and even in normal circumstances), how can one reasonably say that they were unable to see it? Even if it moves quietly, its sheer size should give away its presence (not to mention “a giant shadow is suddenly cast over you” would be a dead give away!

So, how could a large creature reasonably sneak about without being seen or heard, without breaking “suspension of disbelief?”

(note, I’m excluding things like the spell Invisibility)

Unity3D URP – How do I approach creating Fog of War for 3D top-down stealth game?

What I try to achieve is a fog of war system for 3d top-down stealth game. I have searched the Internet and it seems that behavior I want to achieve can be done by using secondary camera that is rendering its output to a render texture. Then render texture is applied to a plane which sits above a map with a masking shader. I was following this video: https://www.youtube.com/watch?v=PNAvNeOTnSE however my project is using URP in Unity and the Clear Flags on camera settings is missing. So basically after each rendering loop render texture gets cleared and drawn again which makes impossible to "save" areas that already have been revealed by the player.

Maybe this can be done using another technique? I would like to have fog of war that covers entire rooms with black opaque plane and reveals them upon entering them but remains cleared once visited. However visited areas should be gray once left and enemies should be hidden from the player when not in line of sight. Something like in this video: https://youtu.be/jrK_Uvwwk9I?t=1247

I would really appreciate if someone pointed my in right direction.