D&D 5E Meaningful traps

jgsugden

Legend
I've seen a lot of discussion in a variety of threads that discuss traps as a waste of time, a HP tax, or otherwise meaningless. I have a few suggestions for folks that find traps to be hard to use meaningfully in a game. I'm sure others have a few more.

Observant PCs: Before I start on the advice about how to make traps meaningful, I will start by addressing how to make them meaningless in a fun way. 5E has some options in it that can make the location of a trap an effortless process. The right feat, class ability and ability score combination can make it nearly impossible for a PC to miss seeing a nasty trap. DMs are often frustrated that the party has nothing to fear from their traps. I believe that is the wrong mentality. The PCs can easily find these traps because a player devoted resources to being able to spot them. If a player devoted resources to something, we should reward that expenditure by making their abilities sound heroic. Don't stop including traps just because they can spot them - continue to include them and play up the moment when the PC finds the traps... and as discussed below, finding a trap doesn't always mean that the trap is of no concern.

Avoid Isolated Traps: A trap that is located by itself with no other threats nearby is often triggered and then negated by a rest. The PC that springs a spiked log trap in the jungle will take a few hps damage, but will heal it up by resting before the ne]xt combat. Instead, place traps near encounters that will be triggered when the trap goes off. That means that any effects for the trap have to be dealt with during the context of the battle.

Avoid Flat HP Traps: A trap should do something more than just deal damage. It should create a challenge for the PC to overcome. A pit trap, chute, revolving wall or teleporting trap isolates PCs from their allies. Quicksand traps the PCs in place until they can be rescued or can escape. An alarm spell lures in extra enemies into a battle. Domination pits allies against allies. Slimes, oozes and puddings might destroy equipment. Make sure your traps do more than just HP damage... although ones that deal damage until you take an action to counter them (light someone on fire until an action is spent to put them out) can be fun.

Located Traps are Features: Once a trap is located, it is not negated - it becomes a feature of the location. If a combat takes place in the room, the participants can use the trap as part of the combat. Shoving an enemy into a pit can be a great moment in a battle.

The Three Trap Issues: Traps require three events to be fully handled. They must be located, understood and disarmed. A perception roll is often required to locate a trap, but it is not always required if the trap is obvious. Understanding a trap lets players know how a trap works. Simple traps like a pit might require no roll to understand, but a complex trap might require an investigation, arcana, or other role to understand how it works. Once someone knows how a trap works, a roll will be required to disarm the trap (if the PCs do not just decide to bypass it and leave it armed).

Requiring three rolls for every trap is likely a mistake as probability will make it unlikely for a PC to be able to handle a trap. A 70% chance to spot, 70% chance to understand and 70% chance to disarm would result in a just under a 1 in 3 chance of being able to spot, understand and disarm a trap. Instead, pick 1 or 2 rolls for most traps and require 3 rolls only for traps that are major features - and make sure you understand the math behind the traps to make sure that the three required rolls are something the PCs can handle. When you do have three rolls, consider having a good success on one roll give advantage to a subsequent roll. A very good perception roll could give you advantage on a roll to understand the trap, and a good result on understanding the trap might give you advantage when trying to disarm it.

Give the Traps Personality: Someone setting a trap wants an enemy to fall for it. They'll use their best efforts to make it a challenge. Make sure you know which enemy made the trap and try to put yourself in their shoes when they make it. What would they be trying to achieve? What tools do they have to disguise the trap? What could they do to make it harder to avoid the trap? If you consider these things, the traps start to give more personality to the dungeon/setting.

Anyone else have any other suggestions?
 

log in or register to remove this ad

The best advice I can think of is to have the monsters use traps as part of their strategy. If there's a pit trap, for example, then the goblins should be on the other side, shooting their arrows and waiting for the characters to run up and fall into the pit.
 

I've seen a lot of discussion in a variety of threads that discuss traps as a waste of time, a HP tax, or otherwise meaningless. I have a few suggestions for folks that find traps to be hard to use meaningfully in a game. I'm sure others have a few more.

Observant PCs: Before I start on the advice about how to make traps meaningful, I will start by addressing how to make them meaningless in a fun way. 5E has some options in it that can make the location of a trap an effortless process. The right feat, class ability and ability score combination can make it nearly impossible for a PC to miss seeing a nasty trap. DMs are often frustrated that the party has nothing to fear from their traps. I believe that is the wrong mentality. The PCs can easily find these traps because a player devoted resources to being able to spot them. If a player devoted resources to something, we should reward that expenditure by making their abilities sound heroic. Don't stop including traps just because they can spot them - continue to include them and play up the moment when the PC finds the traps... and as discussed below, finding a trap doesn't always mean that the trap is of no concern.

On this part, I would add that if a player has it in his or her mind to have The PC That Finds All The Traps, he or she must put the character in the position to do so. The player's obligation doesn't end at picking an ability score, a skill proficiency, and a feat. That means staying alert for hidden dangers at all times while adventuring. If they try to undertake any task that reasonably distracts from that effort, then their awesome passive Perception score (or whatever) does not apply. Further, traps at the front of the party when such a PC is in the back can result in a similar situation - the character is not in the position to gain a benefit from his or her investment.

The Three Trap Issues: Traps require three events to be fully handled. They must be located, understood and disarmed. A perception roll is often required to locate a trap, but it is not always required if the trap is obvious. Understanding a trap lets players know how a trap works. Simple traps like a pit might require no roll to understand, but a complex trap might require an investigation, arcana, or other role to understand how it works. Once someone knows how a trap works, a roll will be required to disarm the trap (if the PCs do not just decide to bypass it and leave it armed).

Requiring three rolls for every trap is likely a mistake as probability will make it unlikely for a PC to be able to handle a trap. A 70% chance to spot, 70% chance to understand and 70% chance to disarm would result in a just under a 1 in 3 chance of being able to spot, understand and disarm a trap. Instead, pick 1 or 2 rolls for most traps and require 3 rolls only for traps that are major features - and make sure you understand the math behind the traps to make sure that the three required rolls are something the PCs can handle. When you do have three rolls, consider having a good success on one roll give advantage to a subsequent roll. A very good perception roll could give you advantage on a roll to understand the trap, and a good result on understanding the trap might give you advantage when trying to disarm it.

Here I would underscore that we only ask for rolls when there's an uncertain chance of success and a meaningful consequence of failure. There can be situations where the PC, based on the player's action declaration, succeeds or fails outright with no roll. So while it does seem like a place we should roll due to the dramatic situation, it's possible a player solves a trap without ever picking up the dice simply by doing smart things to spot, explore, and circumvent or disable the trap. And that's okay! (Indeed, as a player, I never want to roll any dice if I can avoid it.)
 

Thank you for noting first that if a player specializes in detecting traps, that's what they should be able to do. I have seen more than one argument about Observant where people basically decided that passive perception doesn't exist for their games.

Do you make every creature in the game get +2 AC when a ranged fighter picks up the archery fighting style? Double all damage if a barbarian has totem of the bear?

One thing to note is that not every trap can be disarmed at the danger zone. Some are just to be avoided. Also traps should be at strategic positions. Sunless citadel has a few that make good sense, a trap in front of a door, and a pair of goblins watching over a hall covered in caltrops. The goblins can get some free shots in then retreat to their allies.

Also be sure that you are flexible with your problem solving. If the trap says players can use pitons to wedge the trap doors shut, if they just make a bridge over it using some nearby materials that works too. If they are carrying around a block and tackle and setup an elaborate pulley system to open the chest from 300 feet away, they shouldn't be hit by the arrow from the trap.

Traps are meant to use up some of the players resources, in form of hp or even just time. Some might be as simple as making noise so that the bad guys know to get ready.
 


Don't tell that there is a trap when players perceive them. Instead start with telling details about the trap. Holes. Missing footprints. Uncommon amount of dust or the lack of it. Investigation now lets you understand them. Passive investigation of observant seems to be a relic of the playtest. But I might let you have an easier time seeing through static illusions. I just remembered, I also use passive investigation to notice thaz something is amiss. A room for example or a wall that is thicker than it should be. This could hint where to search for a trap or a secret door.
Also senseless features are pointed out when passive investigation is high enough. But drawing the conclusion that something is part of a trap is partly a player thing. I just give more information based on PP or PI.
 
Last edited:

Well written.

The one thing I will add is that you did not discuss practicality. Traps are created (usually) by someone. If that/those someone(s) live there, then they need to be able to live even though the trap is there.

For instance, a pit trap at the entrance to a kobold lair... how do the kobolds get in and out if there is only one entrance and it has a big concealed pit covering all of the entryway? This goes for any entrance/exit that is trapped. If it is used, then their has to be a practical and easy way to bypass or disarm it (i.e. pits that are only half the width of the corridor, traps that are triggered by watching guards, etc).

Collapsing stairs, ceiling, etc. are designed as a last resort or Armageddon defense. Because once triggered, the trappers lose use of that resource too.
 

Don't tell that there is a trap when players perceive them. Instead start with telling details about the trap. Holes. Missing footprints. Uncommon amount of dust or the lack of it. Investigation now lets you understand them.
To further this point, DM Sage Trap Examples has some more excellent advice for making traps more engaging for the players. It takes more time and effort for the DM to prep, but well worth it, IMO.
 

Thank you for noting first that if a player specializes in detecting traps, that's what they should be able to do. I have seen more than one argument about Observant where people basically decided that passive perception doesn't exist for their games.
The problem there is the observant feat. Passive checks are pretty much optional and arbitrary, so creating a feat to boost them specifically is silly. Instead it should have boosted checks to do the specific things it is trying to enhance (which I THINK is spotting traps, hidden doors and hidden creatures), instead of boosting a mechanic subset that may or may not align with those things.
 

Well written.

The one thing I will add is that you did not discuss practicality. Traps are created (usually) by someone. If that/those someone(s) live there, then they need to be able to live even though the trap is there.

For instance, a pit trap at the entrance to a kobold lair... how do the kobolds get in and out if there is only one entrance and it has a big concealed pit covering all of the entryway? This goes for any entrance/exit that is trapped. If it is used, then their has to be a practical and easy way to bypass or disarm it (i.e. pits that are only half the width of the corridor, traps that are triggered by watching guards, etc).

Collapsing stairs, ceiling, etc. are designed as a last resort or Armageddon defense. Because once triggered, the trappers lose use of that resource too.

This is a pet peeve of mine, all too often a trap is put into a game that makes little to no sense other than that the DM wanted to put a trap there. Have it make sense in the game world. A tomb might have a lot of traps since the point of them is to keep people out. A dungeon used as the home base of a tribe of goblins should probably have few traps that are in areas of heavy use, otherwise they run the risk of killing themselves.
 

Remove ads

Top