Design & Development: Traps is up!

JohnSnow

Hero
There's a new Design & Development article up. It covers "traps" as was promised two weeks ago. So, maybe we'll still get all those promised articles for Dragon #361.

You can find it here.

For those of you not yet registered, here's the text:

Traps have been a part of the Dungeons & Dragons game since its earliest days, fiendish perils that stood right alongside monsters as primary hazards to adventurer life and limb. Some adventures, like the classic Tomb of Horrors, featured traps as the chief threat to life and appendage. Unfortunately, they've rarely had a positive effect on the game. In the early days, DMs all too often felt compelled to demonstrate their cleverness and punish players for making "wrong" choices -- even a choice as simple and random as which passage to explore. Old-school players in the hands of such a DM responded by changing their characters' approach to dungeon exploration. The "right" way to play the game was to slowly and laboriously search each 10-foot square of dungeon before you set foot on it, or to use magic that made traps completely pointless. Neither option was much fun.

By the time 3rd Edition rolled around, traps had become a much smaller part of the game, something you might run across once or twice in an adventure -- and rarely very satisfying when you did. Who wants to roll an endless series of mostly pointless Search checks? If the players decided to simply explore the dungeon and search for the "fun" and got whacked by a trap instead, they felt like they'd been sandbagged by the DM.

Consequently, we thought about simply "disappearing" traps from the game, but then we decided to take a shot at fixing them first. Making traps work right certainly offered some significant upside. Traps are a good way to showcase skills. They're a good way to introduce puzzle-solving into the occasional encounter. They're an excellent way to complicate an otherwise bland combat encounter and add a highly interesting hazard that players can exploit -- or must avoid. And sometimes it simply makes sense in the context of the story that the builders of a dungeon might have built a trap to guard something.

The first thing we did was spend more time and attention on traps as components of existing combat encounters, or as multi-component encounters in and of themselves. The Encounter Trap system described in the Eberron sourcebook Secrets of Xen'drik offered a great starting point. By treating a trap like a group of monsters with different components operating on different initiative scores, a trap became a real encounter rather than random damage. Most traps work best when they "replace" a monster in a combat encounter, or serve as a hazard equally threatening to both sides. We think that our ideal encounter consists of some of the PCs battling monsters while some PCs deal with a trap or similar hazard. Meanwhile, everyone on both sides of the battle must contend with some sort of interesting terrain element (although the advantage probably lies with the monsters there -- after all, this is their home). In this way, traps become an integral component of an encounter, rather than an afterthought or something a bored DM springs on unsuspecting PCs between fights.

The second significant change to traps in the game is changing the way we look at searching and exploring. Rather than requiring the players to announce when and where they were searching, we decided to assume that all characters are searching everything all the time. In other words, players don't need to say "I'm searching for secret doors," or "I'm searching for traps." Instead, characters have a passive Perception score that represents their Take-10 result for searching. When something hidden is in the area, the DM compares the passive Perception scores of the PCs with the DCs of the various hidden things in the area. In the case of hidden creatures, the DC is the result of their Stealth check. For things like hidden traps, hazards, or secret doors, the DC is usually static.

While Perception is usually the most important skill when it comes to sussing out a trap, it's not the only skill useful in determining the danger of traps. Based on the nature of the trap, skills such as Arcana, Dungeoneering, or even Nature can give a PC the ability to learn of the existence of a trap, figure out its workings, or even find a way to counter it.

Lastly, we wanted to expand the ways in which you could counter a trap. Much like figuring out that sometimes you wanted other skills to allow a character to recognize a trap's threat, we made an effort to design traps that could be countered with an interesting skill uses. Sometimes we're pointing out what should be obvious, such as that an Acrobatics check can be used to jump over a pit; other times we're going to expand the uses of some skills with opportunistic exceptions, like granting a skill check that gives the characters insight on how a trap acts and ascertain something about its attack pattern.

Don't fret, rogue fans. That class and other characters trained in Thievery are still the party's best hope to shut down traps quickly and well. The goal was to make traps something that could be countered when a party lacks a rogue or the rogue is down for the count, not to mention make traps more dynamic and fun. In doing this, we quickly came to the realization that canny players, in a flash of inspiration, can come up with interesting solutions to counter even the most detailed traps. Instead of trying to anticipate these flashes though design, we give you, the DM, the ability to react to player insight with a host of tools and general DCs that allow you to say "Yes, you can do that, and here's how." We think this is a better approach than shutting down good ideas from the players for interesting story and challenge resolution, simply because you lack the tools to interpret their actions. After all, you should have the ability to make the changes on the fly that reward interesting ideas and good play. This is one of the components of every Dungeons & Dragons game that allow each session to be a fun and unique experience. Traps, like all things in the game, should embrace that design philosophy.

About the Author

Born on a stormy Christmas day, in our nation’s capital, during the Nixon administration, the stars were definitely wrong when Stephen Radney-MacFarland came screaming into the world. Spending most of his impressionable years as a vagabond and ne’re-do-well, Stephen eventually settled in the Northwest to waste his life on roleplaying games.

If anyone from WotC objects, I'll pull the text. I honestly don't understand why or how people are having troubles with D&D Insider...
 

log in or register to remove this ad

Badkarmaboy

First Post
we quickly came to the realization that canny players, in a flash of inspiration, can come up with interesting solutions to counter even the most detailed traps. Instead of trying to anticipate these flashes though design, we give you, the DM, the ability to react to player insight with a host of tools and general DCs that allow you to say "Yes, you can do that, and here's how."

That my friends, is outstanding. I absolutely love this idea.

I also really dig encounter based traps, FWIW.
 

Khuxan

First Post
I think this also reveals one new skill: Thievery. I imagine that includes Disable Device, Open Lock, and maybe Sleight of Hand.
 

Voss

First Post
Badkarmaboy said:
That my friends, is outstanding. I absolutely love this idea.

I'd love it if they actually spelled it out some. Thats really a pretty vague statement. too vague to get excited about.

Other things- Perception radar. Hmm. On the one hand, I like it as a DC. Its straightforward and you don't have to tell players that they failed a spot check. On the other... if one member of the party has it maxed out (our elf with perception++, high wisdom and the alterness feat), is it an auto-pass for the entire party, or just for him? Does a party with maxed out perception auto-detect everything, and is therefor immune to traps?

Also, acrobatics skill ate the jump skill.


Not entirely convinced that this version of traps will be any better than any other attempt at them, but... it is better than the Tomb of Horrors, 'oh, you made a poor decision based on no information, so you're dead' approach.


And nothing was 'cool', so... progress.

Oh. Good catch on Thievery, Khuxan


Now, hopefully digging a pit will no longer cost 1000+ gp.
 
Last edited:

JohnSnow

Hero
Voss said:
Other things- Perception radar. Hmm. On the one hand, I like it as a DC. Its straightforward and you don't have to tell players that they failed a spot check. On the other... if one member of the party has it maxed out (our elf with perception++, high wisdom and the alterness feat), is it an auto-pass for the entire party, or just for him? Does a party with maxed out perception auto-detect everything, and is therefor immune to traps?

I doubt it'll be that simple. And it's probably not auto-detect anyway. And even if it is, it's just auto-pass for him, not his whole group. Which means that your hypothetical elf notices it and has to point it out to his group. And then they'll probably have to work together to figure out a way to disable it or pass it.

Because I highly doubt that noticing the trap is the same as being immune to it.

Yes, Acrobatics apparently ate jump and Thievery probably covers sleight of hand, pick locks, and disable device.
 

HeavenShallBurn

First Post
Khuxan said:
I think this also reveals one new skill: Thievery. I imagine that includes Disable Device, Open Lock, and maybe Sleight of Hand.
Just noticed that nice. probably did the same skill consolidation I did and just named it Thievery where I called mine Larceny
 

Agamon

Adventurer
Nice. Another stroke in the "4E is good" column. I remember thinking this was what trap sense was in 3E when we first heard about it.
 

Scribble

First Post
We also see now where the elf ability falls into place, as well as who remembers it. (The DM gets to put "anyone standing near Bob gets a +1" in his notes...)
 

HeavenShallBurn

First Post
Also just to point out for anyone who hasn't realized it yet.

You don't need to be signed in to get the page just hit "Printer friendly" icon at the bottom and it'll spit out an unframed version to read without logging in.
 

TwinBahamut

First Post
I like the idea of traps acting on initiative count. It is both obviously useful, and a major change from before. It means stuff like "the walls close in by 2 feet every time initiative comes up" will be the rule. It also means that everyone will have an action while dealing with traps, so there is no danger of the DM forgetting that everyone but the rogue exists...
 

Remove ads

Top