From the DMG:
'Overcoming the challenge of a trap involves encountering the trap, either by disarming it, avoiding it, or simply surviving the damage it deals.'
Now this strikes me as plain stupid. The CRs for traps are pretty easy compared with the damage they deal, and really, just surviving the damage and gaining a hefty chunk of XP seems a little stupid.
Take the Spear Trap as an example:
CR 2; +12 ranged (d8/x3). Search DC 20, Disable Device DC 20.
Now, if the rogue is searching for traps, and has maxed Search and +2 Int, he's got a 40% chance of finding it. If he does, he's got a 50% chance of disabling it (assumes MW Thieves' Tools) and one more level and he can simply take 10. He can usually keep trying until it's triggered (25%) or disabled (50%). So there is a 26.7% chance of just getting rid of the trap in the first place.
If triggered, it has to hit. Average AC (using DMG standard PCs) is 16, so it has an 85% chance of hitting. Once it hits, it does about 5 point of damage. So once the disabling chance and miss chance are factored in, it does around 3.5 pts of damage. What a joke.
Let compare it to, say, an Ogre (pretty standard CR2 beastie). The Ogre can do more than double the damage in a single attack (once chance to miss has been factored in), and normally gets to attack more than once before it keels over.
Neither is the spear trap a uniquely lame trap. The Poison Needle traps inflicts a pitiful amount of damage and is less likely to hit. The Flame Jet trap does more damage, but is unlikely to kill anyone (as even the wizard has a 50/50 chance of saving, hence only taking average 5 damage). The fact is that the CRs for traps are clear wrong; and the XP awarded as such are nonsense. I used to play that XP was only awarded if the group disabled the trap, but the way it is written traps are XP for old rope.
Your thoughts?
'Overcoming the challenge of a trap involves encountering the trap, either by disarming it, avoiding it, or simply surviving the damage it deals.'
Now this strikes me as plain stupid. The CRs for traps are pretty easy compared with the damage they deal, and really, just surviving the damage and gaining a hefty chunk of XP seems a little stupid.
Take the Spear Trap as an example:
CR 2; +12 ranged (d8/x3). Search DC 20, Disable Device DC 20.
Now, if the rogue is searching for traps, and has maxed Search and +2 Int, he's got a 40% chance of finding it. If he does, he's got a 50% chance of disabling it (assumes MW Thieves' Tools) and one more level and he can simply take 10. He can usually keep trying until it's triggered (25%) or disabled (50%). So there is a 26.7% chance of just getting rid of the trap in the first place.
If triggered, it has to hit. Average AC (using DMG standard PCs) is 16, so it has an 85% chance of hitting. Once it hits, it does about 5 point of damage. So once the disabling chance and miss chance are factored in, it does around 3.5 pts of damage. What a joke.
Let compare it to, say, an Ogre (pretty standard CR2 beastie). The Ogre can do more than double the damage in a single attack (once chance to miss has been factored in), and normally gets to attack more than once before it keels over.
Neither is the spear trap a uniquely lame trap. The Poison Needle traps inflicts a pitiful amount of damage and is less likely to hit. The Flame Jet trap does more damage, but is unlikely to kill anyone (as even the wizard has a 50/50 chance of saving, hence only taking average 5 damage). The fact is that the CRs for traps are clear wrong; and the XP awarded as such are nonsense. I used to play that XP was only awarded if the group disabled the trap, but the way it is written traps are XP for old rope.
Your thoughts?