When do you get XP for traps?

Lauberfen

First Post
Have attempted a quick look round, but can't work this out.

DO you have to disable a trap to get the XP, or is it like in 3rd where triggering it also gets the XP?
 

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If you use the trap as part of an encounter, staging the fight around it and effectively letting it count as one of the monsters in the fight, then the players get XP for it no matter if they disarm it, trigger it, or never find it. It was there, and as long as it was a genuine threat to them, they count as overcoming it.

If the trap is an encounter in itself (crushing walls and perhaps a sort of skill challenge to escape this), the players only get the XP if they escape or disarm it. If they don't ever find it, they don't encounter it, after all.

EDIT: Note that by "genuine threat" above, I mean that the trap was in the encounter and a player could've stepped in it, not that it almost killed someone. I merely added that to clarify that an exposed pit 30 squares away from the actual battle hardly constitutes a threat... Yes, Ben, even if there's poisoned spikes at the bottom of it.
 
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Just found the relevant quote- DMG, 120: If the
characters overcome a combat encounter where a trap
or hazard presented a threat during the encounter,
give them XP for the trap or hazard even if they didn’t
disable or neutralize it
 

Just found the relevant quote- DMG, 120: If the
characters overcome a combat encounter where a trap
or hazard presented a threat during the encounter,
give them XP for the trap or hazard even if they didn’t
disable or neutralize it

In a non-combat situation i give only xp for traps that can be triggered once or traps that are disabled..

In combat i use the rules above..
 

In a non-combat situation i give only xp for traps that can be triggered once or traps that are disabled..

In combat i use the rules above..
Only for traps that can only be triggered only or that are disabled?

If the players get past the trap, survive it and move on, does it matter if the trap could reset or not? They overcame the obstacle, after all.
 

Only for traps that can only be triggered only or that are disabled?

If the players get past the trap, survive it and move on, does it matter if the trap could reset or not? They overcame the obstacle, after all.

I give xp for both..

And if a player triggers a (reset) trap and he takes 10 damage from the 30 he has, he won't get xp unless he disables it.. Cause he could take a surge and walk over the trap again.. and again.. and again.. and again..

I know my players and they would do this for fun :P

Its like facing your pc's with a group of goblins, if the pc's turn around and flee do they get xp? If they fight the goblins and don't kill one of them and the players flee halfway, do you give them xp? I don't..
 

I give xp for both..

And if a player triggers a (reset) trap and he takes 10 damage from the 30 he has, he won't get xp unless he disables it.. Cause he could take a surge and walk over the trap again.. and again.. and again.. and again..

I know my players and they would do this for fun :P

Its like facing your pc's with a group of goblins, if the pc's turn around and flee do they get xp? If they fight the goblins and don't kill one of them and the players flee halfway, do you give them xp? I don't..
Ah, that's why you don't award XP for traps that can reset and don't get disabled... Well, just rule that they can only encounter it once. If he jumps into it again after having suffered it once, that's not much different from jumping a cliff, and I presume you're not awarding XP for that..

Ultimately depends on whether they overcame the encounter. In your example of the characters turning tail and running they didn't overcome it. The encounter is still there and still blocking their progress. If they overcome it but let one goblin flee they still overcame it. Letting that goblin flee might have consequences, but they overcame it nonetheless. In theory, the players could just run past enemies if the goal is to reach a later encounter, and then they've theoretically overcome it, but leaving all of them alive will no doubt have dire consequences.
 
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Ah, that's why you don't award XP for traps that can reset and don't get disabled... Well, just rule that they can only encounter it once. If he jumps into it again after having suffered it once, that's not much different from jumping a cliff, and I presume you're not awarding XP for that..

Solutions are so simple.. but sometimes damn hard to find :) Good idea ;)

And jumping off a cliff will get you some xp with a damn good reason..
 

What about "environmental" traps that both monsters and PCs can use against their enemies?

I assume you wouldn't award XP for them...
 


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