An idea that cropped us from one of Piratecat's recent game logs is to make finding and disabling a trap a skill challenge, potentially one that every PC can help with.
I want rules that play the way that traps show up in stories.
If it's a "that chest might have a trap on it" trap, one or two guys creep forward. Then they examine the chest, and either spot and try to disable the trap, or see no threat and decide whether to take the risk.
If it's a "look out, boulder!" trap, maybe the group spots it in advance, in which case they have to figure out how to get around it, or set it off and try to avoid getting hurt. If they don't spot it and accidentally trigger it, there's an instant where maybe they can duck into a safe cubby or divert the boulder's course somehow so it misses the party. If all that fails, the party gets thumped.
If it's a "we're slowly being crushed by this room" trap, you might spot it in advance so you can avoid it or set it off safely. But if that fails and you're trapped, the group scrambles to hold the walls apart while the rogue figures out how to break the mechanism.
Likewise, if it’s an “I’ve been snagged by a meat hook and pinned to a butcher factory conveyor belt” trap, you and your friends can struggle to free you before you’re sliced into prime cuts.
(Note, I probably have the math off; this was off the top of my head.)
Encountering a Trap
[sblock]The first thing to determine is whether the party detects the trap or sets it off. After that, defeating the trap involves a two-step skill challenge – understanding, to determine if you know the trap works, and avoidance, to keep the trap from harming you and your allies.
In each stage, involved PCs make skill checks. If they fail, the trap gets to attack at full strength. If they succeed enough skill checks for a partial success, the trap attacks at lesser strength. And if they get the full requisite number of successes, the trap harms them not at all.
Unlike normal 4e D&D, if a trap triggers in this system, it does not immediately make it’s attack. The PCs have a chance for last minute reactions to thwart or mitigate the trap. To balance this, however, trap damage is significantly higher. An average trap can bloody a PC in a single strike, and a Trap of Doom (one that gives the PCs a few rounds of warning before it attacks) can potentially kill an equal-level PC.[/sblock]
Detecting a Trap
[sblock]Typically traps with a single target aim at whatever spot the triggering mechanism is in. Traps that affect an area usually have the trigger at a bottleneck point at the far side of the targeted area, to increase the odds of getting multiple people into the area before someone sets it off.
If a player is suspicious and wants his character to search an item or area for traps, secretly roll a Perception check for him. If the check fails, the character is not aware of any trap, but the trap won't trigger unless he takes an appropriate action like opening the chest, pulling the lever, or stepping through the square with the trip wire.
If a player takes the appropriate action that would trigger the trap (regardless of whether he was suspicious or oblivious), compare his character's Passive Perception to the trap's detection DC. If he succeeds, he notices the danger at the last second. If he fails, the trap triggers. [/sblock]
Defeating a Trap
[sblock]This skill challenge has two stages - Understanding and Avoidance. The goal is to accumulate enough successes to avoid being affected by the trap. You do not track failures, only successes. The target number depends on the size of the trap. (These rules cover basic instantaneous traps. Look to the end of the post for rules about traps that take a few moments to build up to something lethal.)
Single Target, Instant. Needle on a trapped chest, pit traps, door scythe, etc. Equivalent to a single monster. Success: 3. Partial: 2.
Area, Instant. Rockslide, flame blast, curse. Equivalent to an elite monster. Success: 6. Partial: 4.
Stage One: Understanding
This stage represents figuring out how the trap works -- either over the course of a few rounds to examine a trap you've spotted, or in the split second you have after triggering the trap before it kills you.
If you are in no great rush, any character who can see or otherwise sense the trap can contribute one skill check by spending a few rounds.
If you have already triggered the trap, however, or if you have a time pressure, each characters close enough to interact with the trap can contribute one skill check as a free action, and the DCs increase one step (from easy to medium to hard). In either case, each PC can only make one skill check to contribute to this stage of the skill challenge.
Use Arcana for magical traps, Dungeoneering for mechanical ones, Nature for wilderness ones, and possibly Religion for divine (or divinely-themed) traps. Use medium DCs (or hard DCs if there is a time crunch).
If the trap has not been triggered, after this stage the party can choose whether to keep trying to defeat the trap, or to give up. If they want to try again later, they keep their existing checks to understand the trap unless they have gained a level in the interim.
If the party chooses to keep trying to defeat the trap, then at the end of the second stage of the skill challenge they risk triggering the trap and suffering its effects. Of course, if they’ve already triggered the trap, they don’t have a choice.
Stage Two: Avoidance
This stage represents trying to keep the trap from hurting anyone. It usually entails getting close enough to the trap to possibly trigger it, so unlike in stage one, the DCs are the same whether the trap has been triggered already or not. Only characters close enough to interact with the trap can make checks to defeat it.
Use Thievery checks for most mechanical traps, Arcana for most magical traps, with a medium DC.
Depending on the trap’s make-up, other skill checks might be helpful too, but they should normally be against a hard DC. You might make an Acrobatics check if the trap has a deactivation that requires getting into a tight spot, or an Athletics check to shove or pull people out of the way of the trap, grab someone falling into a pit, or hold up a crushing ceiling until people get out of the way. (You can't just use Acrobatics to dodge; that's represented by your AC or Reflex when the trap attacks.) Likewise, PC might have powers that they can use for an automatic success, and certain creative ideas can negate traps entirely.
Results
Every trap should be formatted with two attack entries. For instance:
Flame Blast - Level 1 Trap
Detect Perception DC 18 or Arcana DC 18 (active only)
Understand Arcana DC 18, Disarm Arcana DC 18
Close blast 5
Full Atk: +5 vs. Ref.
…Hit: 3d6+10 fire damage.
…Miss: Half damage.
Partial Atk: +5 vs. Ref.
…Hit: 2d6+3 fire damage.
If the party achieves a full success, the trap has no effect, either because they avoided setting off the trap, or disrupted its magic. If the party achieves a partial success, the trap uses the lesser attack option. If they fail, the trap hits them with its full power. They still earn full XP for surviving the trap, regardless of success or failure.
???? Doom Traps under construction ????
Single Target, of Doom. Cage that traps you
Area, Imminent Doom. Crushing walls, pumping gas, tank full of sharks with laser-beams. Success: 10. Partial: 7. (However, you get more chances to make these checks.)[/sblock]