poison needle, pit trap, sphere of annihilation in the wall) in terms of their "stage presence" they're like 1 hit point monsters. Many traps are one-and-done affairs (e.g. Thinking back on my childhood, that's pretty much how I ran traps on my own because I wanted to involve my friends.
no roll) unless there's clearly a conflict or something difficult that would draw what happens next into question.ĬLICK! Now what do you do? One of the great observations that AngryGM made is that when a trap is triggered it's best to give the player a chance to respond to it. If the PCs decide to investigate further, I lean a lot on auto-successes (i.e.
#Dnd 5e pitfall trap Pc
There's usually nothing structured about it, and I do it entirely by feel and a glance at the few PC stats I have behind my screen.
The presence of a PC of a certain background, in rare cases.clerics and paladins & holy/unholy fonts). The presence of certain classes in the party (e.g.The presence of certain races in the party (e.g.Usually I use other passive skills more than Perception. Passive skill scores, including but in no way limited to Passive Perception.What information I automatically describe may either be pre-defined (usually for smaller less-significant traps) or it may depend on other factors (for more involved "set piece" traps): You encounter something interesting or unusual.
You see BLANK, and here's what you observe. A player needs to think a bit and interpolate to figure out the trap's trigger, mechanism of action, effect, and how it might be safely sprung, disabled, or bypassed. Instead, certain details may be picked up (as I elaborate below), but none of those obviously give away the trap. At a bare minimum, I expect traps to be designed such that they benefit from something like False Appearance. As written, there's absolutely no way to detect the creature's presence with skills because it's guise is just that flawless (which is different than, say, a hag's Illusory Appearance, which Insight can see through).
#Dnd 5e pitfall trap manual
Look at a mimic, galeb duhr, or shrieker in the Monster Manual and you'll see a trait called False Appearance. poison), where do those come from?Ī trap is NEVER automatically noticed due to high Perception. If the trap recurs renewing components (e.g.Who resets it or takes care of corpses caught in it?.How do current inhabitants avoid the trap? Does that make sense given how they use the space?.
#Dnd 5e pitfall trap password
Another example, if a wizard has the 7th stair from the top trapped with a lightning bolt spewing from a gargoyle's mouth if the password isn't uttered.you'd better believe that there's some visual hint (and a pretty big one), just so the wizard and any apprentices/guests don't get zapped by accident while getting up late at night to get a glass of water. For example, gnolls with a hyena pack aren't going to have a bunch of bear snares and pit traps lying around because their pet hyenas would be setting them off all the time. Similarly, when you place a trap you want to think about how the inhabitants interact with it. Instead, it could work if it adds a secondary goal of finding a new route out of the dungeon, and the DM includes a couple alternative exists. A real-world trap designer looking to kill could do worse. A giant slab of stone sealing off the only tomb entrance after the party is 50 feet down a hall makes sense. Trap design should be internally LOGICAL but embrace FAIR PLAY. My approach has evolved to be a bit of a hybrid. there is probably a roll to use thieves tools to disengage a pressure plate without triggering it, but there is not going to be a roll needed to jump over a pressure plate unless it is way bigger than it needs to be or your character is particularly horrendous at jumping). Game mechanics only become involved if the characters are doing things which the outcome of is not certain (i.e. I expect iserith will be along sometime relatively soon, and be much more eloquent in describing his process which I have unashamedly stolen for my own use.īut, basically, traps are handled by way of giving the players something that they can interact with - something to investigate further (numerous open-mouthed demon face carvings lining the walls of a hallway, and scorch marks on the stone flooring), or begin to reason through the meaning of (a section of floor tiles that have a rough, pitted surface, positioned under a small hole in the ceiling), without having to involve any game mechanics (such as a perception check, whether passive or active) just to start the process.