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D&D 5E Traps: yay or nay?

I disagree. Most traps will be designed to deal with the 80%. That is, 80% of the populace has 10 hp or less, for example. So traps that deal 15-20 hit points are probably fairly common as you don't need more.

That only applies if your traps are targeting humans. Individual low level humans are simply not a threat to anything but the lowest level creatures, and those low level creatures have more dangerous things that they want trapped, like bears and other nasty animals.

Even in a city, where humans are your primary problem... the humans you're worried about don't have 10hp or less. Of course here it gets weird, because suddenly trap makers need to understand concepts like hit points and level, and how those tie to thieving skill.
 

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That only applies if your traps are targeting humans. Individual low level humans are simply not a threat to anything but the lowest level creatures, and those low level creatures have more dangerous things that they want trapped, like bears and other nasty animals.

Even in a city, where humans are your primary problem... the humans you're worried about don't have 10hp or less. Of course here it gets weird, because suddenly trap makers need to understand concepts like hit points and level, and how those tie to thieving skill.

No, they don’t have to understand hit points and level. They need the understand who might target them, and with what amount of skill. If you’re somebody like a mobster that might have to deal with swat teams and the FBI (not to mention other monsters) then you plan accordingly. In game terms teams like those have higher hit points and are higher level. In world they are seen as people who are better equipped and trained to bypass simple security measures. Banks have different requirements too, but for a different reason. In the end, though, it’s question of how big a target you are and by whom.
 

I tend to agree here. The approach that you took issue with feels to me like a playstyle i have seen,employed in indie type games, in diceless games etc. In those types of games, in my experience, you have way way less a mechanical foundation. The "resolution" mechanics are much more a collaborative come to agreement on good scene together process and less on any mechanical representation. Key is, those are fine, great, enjoy them, but the chargen, focus, development etc is all geared around those foci too.

What the above feels like is applying that resolution system on top of and already existing resolution system, so everything is double helpful or maybe even the existing mechanics are tossed aside or put in the closet most of the time.

It is not required obviously one use any piece of the rules of course. If i were going to use say the dnd combat system for our fights but indie resolution for out of combat stuff, that would be great... But i would also marry that with say the Ability Score Proficiencies no-skills or tools DMG options or some other easier to chargen, loosey goosey system choices.

Want the mechanics to marry with the playstyle, not one pushed into background, hidden away like the "cousin" nobody talks about until they get out of the cellar.

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Oh yeah, our homebrew version is tailored specifically to our version of the Forgotten Realms/preferred playstyle. Pretty much every change is tied to the impact in the game world and to help us model any scene that we like in book, movie, etc. What we're not interested in is cool mechanics or cool abilities for their own sake.

For example, it's neat to be able to teleport 30 feet any time you'd like. And in terms of game mechanics, it's really no different than moving 30 feet in a way that doesn't provoke opportunity attacks. But it has an enormously measurable effect in the setting if x-number of people can teleport 30 feet at will. Another thing that we tend to avoid are rules that always work without any adjudication. Such as rules that always give you advantage (or sneak attack).
 

No, they don’t have to understand hit points and level. They need the understand who might target them, and with what amount of skill. If you’re somebody like a mobster that might have to deal with swat teams and the FBI (not to mention other monsters) then you plan accordingly.
The problem is that you end up in this weird place where a master thief can trigger a pit trap, flub the save, fall 50 feet and survive every time, and the solution to that is to make the pit deeper because you are dealing with a higher level character.

To continue on with your mobster/fbi theme, they would be adding more explosives to a trap to ensure that it could kill more skilled opponents. It's odd.

I guess perhaps the way to handle it would be to change the fiction to match the abstraction: in the pit trap example, a character who survives the 50ft fall didn't actually fall - you evaluate the damage, apply it, then describe the character as hanging off a ledge or whatnot, at which point you could have a 50ft pit trap with smooth sides that deals more damage for the same fall distance.

In the explosive example, the character throws himself out of the way at the last second, and the more deadly trap is actually getting more coverage or detonating faster.
In game terms teams like those have higher hit points and are higher level. In world they are seen as people who are better equipped and trained to bypass simple security measures. Banks have different requirements too, but for a different reason. In the end, though, it’s question of how big a target you are and by whom.

Yeah, but in D&D, you literally need a more damaging weapon to kill someone who is more skilled at safe cracking. Suddenly flinging a fireball isn't enough - you have to sling abi-dalzim's horrid wilting instead.
 
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The problem is that you end up in this weird place where a master thief can trigger a pit trap, flub the save, fall 50 feet and survive every time, and the solution to that is to make the pit deeper because you are dealing with a higher level character.

To continue on with your mobster/fbi theme, they would be adding more explosives to a trap to ensure that it could kill more skilled opponents. It's odd.

I guess perhaps the way to handle it would be to change the fiction to match the abstraction: in the pit trap example, a character who survives the 50ft fall didn't actually fall - you evaluate the damage, apply it, then describe the character as hanging off a ledge or whatnot.

In the explosive example, the character throws himself out of the way at the last second, and the more deadly trap is actually getting more coverage or detonating faster.

Yeah, but in D&D, you literally need a more damaging weapon to kill someone who is more skilled at safe cracking. Suddenly flinging a fireball isn't enough - you have to sling abi-dalzim's horrid wilting instead.

I think I follow what you're saying. But in D&D somebody more accomplished in safe-cracking is more likely to be better prepared to avoid the consequences of failure. They kind of go hand-in-hand.

It's not a problem in our campaign since we don't use the old D&D falling damage approach. Falls cause some damage, but they also usually cause an injury, which now uses the exhaustion track in our campaign. The longer the fall, the more severe the injury is likely to be. Level 6 is death. Injuries use the death save mechanic, and you make one save per day, and requires 7th level magic to heal magically. So it's a long term effect in our campaign too. The math is designed to match the real-world math in that 50% of falls from 50 feet are fatal.

Lethal traps in our campaign either deal massive damage (also likely triggering a system shock check at the very least), cause injuries (bypassing hit points), are more likely to deal a critical hit (which also bypass hit points in our campaign), or use poison (also generally more deadly). Often a combination. While we don't technically have any 'save or die' effects, the possibility is there depending on your level, current state of health,

These are the current variation of rules I've been changing for 30 years, in part because I can't stand things like characters regularly falling long distances or jumping into fire, stuff like that. In essence, we want to ensure that the rules provide a mechanical reason that explains why nearly every creature in the world fears fire, to the point that many probably couldn't force themselves to run into a burning building to save a loved one. These are well known, so the players can treat circumstances appropriately. When attacked by a venomous snake, for example, the main suspense is in the first attack roll - to see whether it strikes high enough that it's over the boot (which is typically thick and stiff enough to protect against it), or if they are soft boots, then enough to penetrate. Most such attacks are a single attack and the snake slithers away, but the suspense is palpable because they know that the risk is extremely high...and painful. Because it's usually not a quick death, and more than one unprepared adventuring party has retreated as fast as possible to return to town where magic or an antitoxin might save the character.

But even with the core rules, the answer would be yes, you're going to have to go for a bit of overkill if your expected target is higher level creatures. Of course, you need to get pretty creative if your target is something other than human. So an especially potent poison with a DC of 25+. A fire or lightning spell of some sort cast at a higher level, pits that aren't only deeper but with spikes, poison, etc. Traps that require multiple saving throws, perhaps one that imposes disadvantage under certain circumstances, that sort of thing. So if the first part of the trap is a scything blade you can give the player an option of which way they jump if they succeed at their saving throw, left or right. Right is another trap, so they have disadvantage on their next save, and they have advantage on their save if they go left. A pit trap that has poison spikes, a self-closing lid, and fills with acid.

Most of the higher-level traps will involve magic of some sort, and it wouldn't be unusual for them to feature multiple damage types, perhaps something that restrains or traps the victim to make them more vulnerable, or what have you. The reality is, it's really, really easy to design brutally deadly traps (and if you have difficulty with that, go dig up some of the old Grimtooth's Trap books for inspiration). It's somewhat harder to design those that target lower-level creatures. But I'm also not afraid to have traps that the PCs are able to just bypass. I just make sure they recognize the danger they would have posed, but it's their skills, level, or both, that allow them to avoid them.

Also, just a reminder that not all traps are designed to be lethal. The purpose of the trap should be considered too. Dropping them into a oubliette with an antimagic field, for example. Or dropping them onto a teleportation circle that sends them to one of 6 random locales, each with its own dangers (and probably alone). As I mentioned before, you can also design deadly traps that are less deadly than normal for some reason. My daughter and her friends fell victim to a collapsing walkway over a 1,500' sinkhole that would have automatically killed just about anybody (they were 3rd level I think), but a colony of giant spiders had strong their webbing across the chasm to catch things that fell into the hole. In this case, the PCs. It made the resulting encounter more interesting, since burning the webs would cause them to fall to their deaths. So you don't necessarily have to pull your punches in actual trap design, but you can find ways to mitigate the normal risk by current circumstances.
 

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