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General Tabletop Discussion
*Dungeons & Dragons
Trap Stat Blocks, Examples, CR and XP
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<blockquote data-quote="Miladoon" data-source="post: 7191757" data-attributes="member: 6801438"><p>Trigger and Actions seem to be a subset of Type. Both are part of Type function while Detection and Disarming seem more player character driven. With a Trap, Detection and Disarming will come into play only if the PP is high or the player rolls dice defeating the detection DC. I would order the events with the assumption that the trap will do what it is meant to do. However, I put the PP at the top and jump below if the player meets the condition for Detection.</p><p></p><p>An Example; (adjusted)</p><p><u><strong>Dart Trap (Above Door/PP-14)</strong></u>(<em>If PP14 is met I goto Detection and Disarming below</em>)</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 a few inches. <ul> <li data-xf-list-type="ul"><strong>Simple Trigger</strong> (Simple or Complex could set CR/XP values)<br /> Fires two dozen darts into the ten foot square area in front of the door. It automatically resets itself three times before it must be reloaded. </li> <li data-xf-list-type="ul"><strong>Lethality</strong><br /> Ranged weapon attack: +6 to hit, all targets in 10 ft. square in front of door. Hit: 4d4 + 4 piercing damage. (I would probably have this set CR/XP value)</li> </ul><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. A DC 17 (Investigation) check reveals enough information on the Trigger to give advantage when Disarming.</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></p><p>I suppose you could give traps Hit Dice to help calculate CR/XP.</p></blockquote><p></p>
[QUOTE="Miladoon, post: 7191757, member: 6801438"] Trigger and Actions seem to be a subset of Type. Both are part of Type function while Detection and Disarming seem more player character driven. With a Trap, Detection and Disarming will come into play only if the PP is high or the player rolls dice defeating the detection DC. I would order the events with the assumption that the trap will do what it is meant to do. However, I put the PP at the top and jump below if the player meets the condition for Detection. An Example; (adjusted) [U][B]Dart Trap (Above Door/PP-14)[/B][/U]([I]If PP14 is met I goto Detection and Disarming below[/I]) [I]Trap (mechanical)[/I] This trap fires darts from the ceiling in front of the door when the door is opened a few inches.[LIST] [*][B]Simple Trigger[/B] (Simple or Complex could set CR/XP values) Fires two dozen darts into the ten foot square area in front of the door. It automatically resets itself three times before it must be reloaded. [*][B]Lethality[/B] Ranged weapon attack: +6 to hit, all targets in 10 ft. square in front of door. Hit: 4d4 + 4 piercing damage. (I would probably have this set CR/XP value) [/LIST][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 17 (Investigation) check reveals enough information on the Trigger to give advantage when Disarming. 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. I suppose you could give traps Hit Dice to help calculate CR/XP. [/QUOTE]
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