D&D 5E Trap setting Rules

DrunkWolf

Explorer
How do you guys handle enemies setting traps for the party? I'm designing this encounter where goblins have set traps in advance but want to know what's the DC for the party to notice the hidden trap (vs. Perception). Should I just assign a DC (per the DMG) or should I roll for the goblins trapmaking skill? What would that skill be? An Intelligence check?
 

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I sometimes roll to come up DCs for traps set by creatures. I use Intelligence because the DC is representing how well the creature was able to hide or mask the trap so others wouldn't see it. I also will add in a creatures proficiency bonus if they are trained in Sleight of Hand and/or Stealth.

I am a proponent of the variant ability score for skills rule, so I have no issue connecting INT to SoH or Stealth for checks of this sort. And it represents creatures who are knowledgeable about hiding stuff from view (either handheld objects or creature sized objects.)

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Don't overcomplicate it. Assign a DC based on what you think of the goblin's abilities & efforts. Generally players get a Perception check (at the least a Passive check) to notice something amiss, possibly Investigation if its clever mechanical. The below is totally made up, but you get the idea:

DC 10 = Crude. Anyone paying attention would see it.

DC 13 = Average. Extra steps taken, but wary seekers will see something.

DC 15 = Skilled. Only trained foes should see it.

DC 20 = Elite. A master at his craft and few will know what hit them.
 

How do you guys handle enemies setting traps for the party? I'm designing this encounter where goblins have set traps in advance but want to know what's the DC for the party to notice the hidden trap (vs. Perception). Should I just assign a DC (per the DMG) or should I roll for the goblins trapmaking skill? What would that skill be? An Intelligence check?

For determining Dc i use the DMG guidelines unless i have other reasons to do so.
basing it on the enemy is great.

My general rule is:
DC10 easy for cases where the adversary is untrained (not proficient) ANDunexceptional (no strong ability)
DC15 Moderate for adversaries which are EITHER trained (proficient) OR Exceptional (strong ability)
DC20 Hard for adversaries which are BOTH trained (proficient) AND Exceptional (strong ability)

I raise or lower that by one level (even to 25 or 5) for exceptional circumstances that would provide advantage or disadvantage to the adversaries - mostly resources (long or short time to do the job, lots of workers or few, limited/plenty parts and goods that would help or be needed, weak/strong discipline and resource for upkeep once they get placed) etc etc etc.

Note that "trap" is a rather nebulous term and it really depends on the circumstances, setting and the objectives of the adversary.

A miscellaneous step-into-damage in the wild makes little sense in the basic high fantasy high magic world. it really does little as a rule. At best it slows the party down which is great **if*8 you have a chase scene going on but otherwise, who cares.

traps should be set to give you advantages you can exploit.

One of the useful traps is a simple alarm or sentry trap - one which will let you know by some means that their is an enemy and where they are and as such allow you to prepare and allocate resources. this *CAN* and likely should be combined with the others. Drums, noisemakers, fires that can be spotted all can serve this.

most of the other types are much less useful unless combined with attacks and tactics. Dividing the enemies, slowing the enemies, even some damaging is good when you can also be attacking and raining down damage. Something like a flood wash or avalanche/collapsing platform/bridge that not only carries the chance of damage but also (and maybe more important) splitting the party is wonderful - especially when there are attackers ready to hit either or both groups while split. (It may actually be better to intentionally fail the STR/DEX save to "hang on" rather than see your party divided into two groups fighting two sets of foes.

Spotting can be a passive perception or active perception or maybe even an investigation depending the PC choices. But sometimes for enemy triggered traps there may be little or no chance to spot it or at least very difficult one. There may instead be an active counter.

etc etc.
 

I try to preview there are traps in the dungeon. Most of the time there are none and the players do not always check. This is mostly to speed things up and the style of play we have as a group. When I introduce them, say, at the entrance to a goblin lair, I may have a rug trap fall on them or a pit when they charge in. These are mostly to hamper the PCs and maybe give the goblins advantage for a round with having a rug on them similar to a net.

Once the players know there are traps around I can move to the more sinister ones, but I do not want to slow play by having them checking everywhere.
 

How do you guys handle enemies setting traps for the party? I'm designing this encounter where goblins have set traps in advance but want to know what's the DC for the party to notice the hidden trap (vs. Perception). Should I just assign a DC (per the DMG) or should I roll for the goblins trapmaking skill? What would that skill be? An Intelligence check?

The task you're resolving is the PCs detecting the traps, not the task of whether or not the goblins can set the traps. So, based on what the players describe in terms of searching for traps, you decide whether the task has a certain or uncertain outcome. If it's certain, you narrate the result - the PCs find the trap or fail to find the trap (no roll). If it's uncertain, you ask for an appropriate ability check, probably a Wisdom (Perception) check, with a DC appropriate to how difficult you judge it is to achieve their goal given their approach. If the PCs are searching for traps while they travel or otherwise on an ongoing basis, you use the passive Perception score instead. (The PC doing the task must also be in the front rank of the party and moving at a slow pace.)
 

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