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General Tabletop Discussion
*Dungeons & Dragons
Trap Stat Blocks, Examples, CR and XP
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<blockquote data-quote="robus" data-source="post: 7191877" data-attributes="member: 6801558"><p>I do like traps that have tiers of detectability based upon passive perception (PP).</p><p></p><p>For example:</p><p></p><p>a PP of 10 would reveal some dried blood on the floor in front of the door. It's not obviously indicating a trap - could have been from a fight.</p><p></p><p>a PP of 13 would reveal the strange looking holes in the ceiling.</p><p></p><p>a PP of 15 would reveal chips in the tiles from something hard striking them</p><p></p><p>Basically some flavorful hints of the trap. Holes in the ceiling might indicate poison gas or darts or perhaps snakes.</p><p></p><p>Actively investigating the area in front of the door would reveal all this information without need for a check of course.</p><p></p><p>As far as investigating the mechanism if the trap is obvious then disabling the trap shouldn't also be obvious otherwise it becomes</p><p>a trivial exercise. If it's obvious then the trap would be circumvented all the time. In this case I would suggest that the door has a mechanism to safely open it hidden say 20 ft back up the corridor....</p><p></p><p>Finally I think the stat block should include the purpose of the trap (if it's not obviously protecting something precious). Is it to distract from a secret door nearby? Is it to capture animals? Why was the trap constructed?</p></blockquote><p></p>
[QUOTE="robus, post: 7191877, member: 6801558"] I do like traps that have tiers of detectability based upon passive perception (PP). For example: a PP of 10 would reveal some dried blood on the floor in front of the door. It's not obviously indicating a trap - could have been from a fight. a PP of 13 would reveal the strange looking holes in the ceiling. a PP of 15 would reveal chips in the tiles from something hard striking them Basically some flavorful hints of the trap. Holes in the ceiling might indicate poison gas or darts or perhaps snakes. Actively investigating the area in front of the door would reveal all this information without need for a check of course. As far as investigating the mechanism if the trap is obvious then disabling the trap shouldn't also be obvious otherwise it becomes a trivial exercise. If it's obvious then the trap would be circumvented all the time. In this case I would suggest that the door has a mechanism to safely open it hidden say 20 ft back up the corridor.... Finally I think the stat block should include the purpose of the trap (if it's not obviously protecting something precious). Is it to distract from a secret door nearby? Is it to capture animals? Why was the trap constructed? [/QUOTE]
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