Players who want to trap

Byronic

First Post
I have a player that wants to set traps for monsters, some of them not unlike the ones in the DMG. Wire traps for example that when triggered swing very sharp stakes at you.

How would you handle this? Would you allow it at all? Are there even any mechanics for players who want to set traps?
 

log in or register to remove this ad

The way I've handled it is it requires resources--definitely time, usually 10 minutes, and possibly money--and a thievery check (hard DC). Enemies see it if they have perception > or = 25 + 1/2 trapping PCs level and it deals medium damage for the trapping PC's level as per DMG 185, depending on its nature (a trap that can go off more than once uses the normal expression and a one-shotter deals limited). It's worked alright so far.
 

Page 42, DC equivilent to the damage they want to deal, and factoring in any effects they want to add (such as immobilization). Creating it is a Theivery check, which sets the DC for disabling it. Hiding it is a stealth check, modified by the complexity and size of the device, and opposed by the victim's perception.

Time required and resources would completely depend on the trap being made. They'd probably be on a sliding scale, where more time spent means fewer resource costs as you've got more time to search or shop for better material. The baseline cost would probably be based on the cost of a consumable item of the appropriate level, modified for the flavor text.
 

In Adventurer's Vault, there's an alchemical item (Blastpatch) that's basically a quickset landmine. They're a bit expensive, but they might be a good benchmark if you want to be quick about your trapping. Hmm...

Beartrap? +7 vs Reflex, 1d8 damage and slowed (save ends)
 

A sliding scale for time/resources sounds good, so you can make something like a pit trap (longer amount of time, minimal resources), or a standard mechanical traps (standard time, standard resources), or a quick-setting magical traps (less time, more resources). Doesn't have to complex either, maybe just:
Natural Trap: 1 hour, no cost.
Mechanical Trap: 10 minutes, costs some fraction of a consumable.
Magical Trap: 1 minute, cost as per a consumable item.
 

I wonder if you could treat traps like rituals. Specific types to be learned. Each having a time and cost specifically associated with it.
 



I wonder if you could treat traps like rituals. Specific types to be learned. Each having a time and cost specifically associated with it.

I had a similar thought, but: Rituals don't deal damage (except maybe against those that are helpless, like Remove Disease).
So the similarities are superficial. I might consider them a special type of skill challenge - you don't gain XP for it, but you might get something "worth" the XP for it.
 

I had a similar thought, but: Rituals don't deal damage (except maybe against those that are helpless, like Remove Disease).
So the similarities are superficial. I might consider them a special type of skill challenge - you don't gain XP for it, but you might get something "worth" the XP for it.
Adding in elements of alchemy seems appropriate.
 

Pets & Sidekicks

Remove ads

Top