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General Tabletop Discussion
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Trap Stat Blocks, Examples, CR and XP
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<blockquote data-quote="LordEntrails" data-source="post: 7190270" data-attributes="member: 6804070"><p>I'm putting together an adventure that has lots of traps so I'd like to come up with a standard stat block for traps. The DMG/SRD doesn't have such a format, and I'm not totally thrilled with what the UA article presents. So please provide your feedback on this format and example (as well as feel free to provide any sample formats of your own.</p><p></p><p>Also, should traps have a CR and possible an XP listed for them? If so, do you determine these based purely on their damage or...?</p><p></p><p>Here's the sample format I'd like your feedback on;</p><p><u><strong>Trap Name</strong></u></p><p><em>Type</em></p><p>Descriptive text.</p><p><strong>Detection</strong></p><p>Description of detection means</p><p><strong>Disarming</strong></p><p>Description of countermeasures and how the trap can be disarmed.</p><p><strong>Trigger</strong></p><p>Description of how the trap is triggered</p><p><strong>Actions</strong></p><p>Description of action formatted like attacks and similar</p><p></p><p>An Example;</p><p><u><strong>Dart Trap (Above Door)</strong></u></p><p><em>Trap (mechanical)</em></p><p>This trap fires darts from the ceiling in front of the door when the door is opened. When triggered it fires two dozen darts into the ten foot square area in front of the door.</p><p><strong>Detection</strong></p><p>A DC 14 Wisdom (Perception) check in the hallway in front of the door reveals two dozen holes in the ceiling in the ten foot square area. A DC 10 Intelligence (Investigation) check of the door determined that the darts are triggered when a simple switch in the top of the door frame is released when the door is opened.</p><p>A DC 10 Wisdom (Perception) check from the back side of the door reveals the switch and triggering mechanism.</p><p><strong>Disarming</strong></p><p>A DC 14 Thieve's Tool check to disarm the trap by using a blade or other thin object to keep the switch depressed. The switch (and trap) can be disarmed from the back side of the door by anyone deciding to do so.</p><p><strong>Trigger</strong></p><p>This trap is triggered when the door is opened more than a few inches. It automatically resets itself three times before it must be reloaded.</p><p><strong>Actions</strong></p><p>Ranged weapon attack: +6 to hit, all targets in 10 ft. square in front of door. Hit: 4d4 + 4 piercing damage. </p><p></p><p>Note, if you want to complain about traps in 5E, go <a href="http://www.enworld.org/forum/showthread.php?471800-Why-traps-in-D-amp-D-usually-suck" target="_blank">here</a>. If you want to complain about traps and passive perception go <a href="http://www.enworld.org/forum/showthread.php?472028-Traps-and-DCs" target="_blank">here</a>. This thread is not for discussing those issues. Thanks!</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 7190270, member: 6804070"] I'm putting together an adventure that has lots of traps so I'd like to come up with a standard stat block for traps. The DMG/SRD doesn't have such a format, and I'm not totally thrilled with what the UA article presents. So please provide your feedback on this format and example (as well as feel free to provide any sample formats of your own. Also, should traps have a CR and possible an XP listed for them? If so, do you determine these based purely on their damage or...? Here's the sample format I'd like your feedback on; [U][B]Trap Name[/B][/U] [I]Type[/I] Descriptive text. [B]Detection[/B] Description of detection means [B]Disarming[/B] Description of countermeasures and how the trap can be disarmed. [B]Trigger[/B] Description of how the trap is triggered [B]Actions[/B] Description of action formatted like attacks and similar An Example; [U][B]Dart Trap (Above Door)[/B][/U] [I]Trap (mechanical)[/I] This trap fires darts from the ceiling in front of the door when the door is opened. When triggered it fires two dozen darts into the ten foot square area in front of the door. [B]Detection[/B] A DC 14 Wisdom (Perception) check in the hallway in front of the door reveals two dozen holes in the ceiling in the ten foot square area. A DC 10 Intelligence (Investigation) check of the door determined that the darts are triggered when a simple switch in the top of the door frame is released when the door is opened. A DC 10 Wisdom (Perception) check from the back side of the door reveals the switch and triggering mechanism. [B]Disarming[/B] A DC 14 Thieve's Tool check to disarm the trap by using a blade or other thin object to keep the switch depressed. The switch (and trap) can be disarmed from the back side of the door by anyone deciding to do so. [B]Trigger[/B] This trap is triggered when the door is opened more than a few inches. It automatically resets itself three times before it must be reloaded. [B]Actions[/B] Ranged weapon attack: +6 to hit, all targets in 10 ft. square in front of door. Hit: 4d4 + 4 piercing damage. Note, if you want to complain about traps in 5E, go [URL="http://www.enworld.org/forum/showthread.php?471800-Why-traps-in-D-amp-D-usually-suck"]here[/URL]. If you want to complain about traps and passive perception go [URL="http://www.enworld.org/forum/showthread.php?472028-Traps-and-DCs"]here[/URL]. This thread is not for discussing those issues. Thanks! [/QUOTE]
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